Spells
When choosing spells, lean hard into the creature's theme. While many PCs choose spells to cover a wide variety of situations, creatures are more evocative the more focused they are. Consider selecting about three-quarters of the spells based on relevance to the theme and the remainder for other things. However, make sure the spells aren't all the same—selecting instant virus for most of a creature's spell slots doesn't make for a compelling disease-themed creature in the way a diverse selection of disease spells would.
When choosing spells, some won't be very useful if cast at an extremely low rank compared to the creature's level. Most notably, damaging spells drop off in usefulness for a creature that's expected to last only a single fight. A damaging spell 2 ranks below the highest rank a creature of that level can cast is still potentially useful, but beyond that, don't bother. Spells that have the incapacitation trait should be in the highest spell slot if you want the creature to potentially get their full effect against PCs.
Spell DC and Spell Attack Modifier
Use the high numbers for primary casters, and the moderate numbers for creatures that have some supplemental spells but are focused more on combat. At 15th level and higher, the extreme numbers become standard for spellcasters. A few creatures might use the extreme numbers at lower levels, but they tend to be highly specialized, with very weak defenses and Strikes. Secondary spellcasters can go up to high numbers if they're above 15th level and have offensive spells. There's no low value—the creature shouldn't have any spells in the first place if it would be that bad at using them!
| Level | Extreme DC | Extreme Spell Attack Modifier | High DC | High Spell Attack Modifier | Moderate DC | Moderate Spell Attack Modifier |
|---|---|---|---|---|---|---|
| –1 | 19 | +11 | 16 | +8 | 13 | +5 |
| 0 | 19 | +11 | 16 | +8 | 13 | +5 |
| 1 | 20 | +12 | 17 | +9 | 14 | +6 |
| 2 | 22 | +14 | 18 | +10 | 15 | +7 |
| 3 | 23 | +15 | 20 | +12 | 17 | +9 |
| 4 | 25 | +17 | 21 | +13 | 18 | +10 |
| 5 | 26 | +18 | 22 | +14 | 19 | +11 |
| 6 | 27 | +19 | 24 | +16 | 21 | +13 |
| 7 | 29 | +21 | 25 | +17 | 22 | +14 |
| 8 | 30 | +22 | 26 | +18 | 23 | +15 |
| 9 | 32 | +24 | 28 | +20 | 25 | +17 |
| 10 | 33 | +25 | 29 | +21 | 26 | +18 |
| 11 | 34 | +26 | 30 | +22 | 27 | +19 |
| 12 | 36 | +28 | 32 | +24 | 29 | +21 |
| 13 | 37 | +29 | 33 | +25 | 30 | +22 |
| 14 | 39 | +31 | 34 | +26 | 31 | +23 |
| 15 | 40 | +32 | 36 | +28 | 33 | +25 |
| 16 | 41 | +33 | 37 | +29 | 34 | +26 |
| 17 | 43 | +35 | 38 | +30 | 35 | +27 |
| 18 | 44 | +36 | 40 | +32 | 37 | +29 |
| 19 | 46 | +38 | 41 | +33 | 38 | +30 |
| 20 | 47 | +39 | 42 | +34 | 39 | +31 |
| 21 | 48 | +40 | 44 | +36 | 41 | +33 |
| 22 | 50 | +42 | 45 | +37 | 42 | +34 |
| 23 | 51 | +43 | 46 | +38 | 43 | +35 |
| 24 | 52 | +44 | 48 | +40 | 45 | +37 |
Prepared and Spontaneous Spells
For a creature that can cast as many spells as a PC spellcaster, the highest spell rank the creature can cast is half its level rounded up. It gets five cantrips. If the creature's level is odd, it gets two spell slots of the highest spell rank (plus three spell slots of each lower rank), or three spell slots of that rank (plus four spell slots of each lower level). If its level is even, it gets three spell slots of the highest spell rank (plus three spell slots of each lower rank), or four spell slots of that rank (plus four spell slots of each lower rank). You can base the number of spells on the class you're trying to emulate or choose more spells if the creature doesn't have many other abilities.
Because creatures tend to be “on stage” for only a short time, you usually don't need to fill every spell slot. You can often fill just the top three ranks of spells, pick cantrips, and slot in a few thematic backup spells in the fourth rank down. For a recurring foe, you might give it a full complement of spells.
Innate Spells
Sometimes a strongly thematic innate spell is of a higher rank than the creature would normally be able to cast, but it's so fitting that it belongs there. Be careful when doing this, as PCs might not have access to the appropriate countermeasures for the spell. This option works best for support, action denial, or battlefield control spells that change the odds of a fight without outright killing anyone, such as the alghollthu omnipath's dominate spell. These should make the fight more interesting, not end it. Keep the number of such spells very low, typically just one.
Though you can achieve all sorts of things with innate spells, always start with the theme and an idea of how you want the creature to spend its actions. And though you could give the creature a tool to counter every kind of PC attack or trick, remember that the players chose those options to enjoy using them, rather than to be constantly foiled by an effectively invincible creature.