Some spoilers here for the Three Squires adventure that’s in the pdf. So, if you’re trying to not spoil it, don’t read further.
In the Three Squires adventure there’s a group of four elite guards along with the female leader. It states that their Might is 3. Is that because they’re elite guards? Like their base Might is 1, then +1 for there being 5 of them. So, I’m assuming 3 because they’re elite?
Judging on that, I’m guessing I can make a similar call if I want to have some more elite versions of a type of monster?
Are there any guidelines or rules of thumb for that? Don’t increase by more than 1 might for something like that?
And what about the other way? If they’re fighting a particularly wimpy specimen for some reason, could I reduce the might to indicate that?
On that note, but flipped; will PCs ever have their might increase? Maybe at levels higher than 1-5?
I’m only asking because the fighter is already making allusions to goals like ‘slay a dragon and steal its hoard’. Currently, without an army that’s not gonna happen (which is thematic and great!) But as his health / fighter advances and his (magical) armoury improves, he and his buddies may just have a (weak) shot at a kill conflict with a dragon.
As I note in Monsters on page 151, the monsters in the book are intended as examples that you can use as a guide for making your own. You should feel free to tweak, manipulate and mutilate as you see fit.
I think +1 or -1 to Might for these sorts of tweaks is a pretty good guideline. Might isn’t super granular, so anything more than that feels like a massive change in effectiveness.
EDIT: Also, Mike is correct. Sawtooth’s elite guard have +1 Nature, not +1 Might.