Armor Class

Pathfinder Gamemastery Guide (Second Edition), page 61

Because AC is one of the most important combat stats, you need to be more careful with setting this number for any creature you expect will end up in a fight. Low AC typically fits spellcasters, who compensate with their selection of powerful spells. Most creatures use high or moderate AC—high is comparable to what a PC fighter would have. Reserve extreme AC for a creature that is even better defended; these values are for creatures that have defenses similar in power to those of a champion or monk.

Extreme

High

Moderate

Low

–1 18 15 14 12
0 19 16 15 13
1 19 16 15 13
2 21 18 17 15
3 22 19 18 16
4 24 21 20 18
5 25 22 21 19
6 27 24 23 21
7 28 25 24 22
8 30 27 26 24
9 31 28 27 25
10 33 30 29 27
11 34 31 30 28
12 36 33 32 30
13 37 34 33 31
14 39 36 35 33
15 40 37 36 34
16 42 39 38 36
17 43 40 39 37
18 45 42 41 39
19 46 43 42 40
20 48 45 44 42
21 49 46 45 43
22 51 48 47 45
23 52 49 48 46
24 54 51 50 48

Compensating With HP and Saves

You might adjust your creature’s HP, AC, and saves in tandem. Almost no creature has great defenses in all areas, as such creatures often result in frustrating fights. A creature with higher AC might have fewer HP and weaker saves, and one that’s easy to hit could have more HP and a strong Fortitude to compensate. This depends on the theme of the creature. An extreme AC might mean reducing the creature’s HP to the next lowest category, or reducing its HP by a smaller amount and making another reduction elsewhere.