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<blockquote data-quote="Jeffrey Malcolmson" data-source="post: 6976937" data-attributes="member: 6870999"><p>I would recommend being creative with the monster's choices. Monsters can do more than walk and use attack actions. They also have access to all of the normal non-combat activities and alternative combat actions, too! A giant can jump using the same rules as a PC, for example. Using their massive lifting and carrying capacity, huge creatures can lift and throw houses, among all sorts of incredible feats of strength. Depending on the creature's intelligence and anatomy, you can justify them making all sorts of changes to the environment during combat, and they can turn pieces of the environment into devastating improvised weapons. You could even simulate various forms of environmental destruction they cause by reskinning a trap or spell effect and targeting anyone in the area. (Giant just smashed the roof in? Collapsing Roof is on DMG pp.122)</p><p></p><p>You can also make huge creature encounters interesting by presenting them with interesting battlefields to engage in. Varying topography, obstacles of various heights, scenery that can or can not be changed, covered areas, layers, foxholes, etc. Having actual traps/hazards present in the battlefield can be interesting. Having a large and unique set-piece which changes the battlefield over time can be fun. Environmental effects, like rain, fog, howling wind, etc. can have interesting effects on the behaviors of certain monsters.</p><p></p><p>And third, you've probably considered this, but inter-creature tactics is a wonderful way to change the nature of a battle involving a huge monster. This is usually only going to happen with more intelligent creatures or pack animals, who can organize themselves, but a fight with two huge monsters who are also trying to kill each other in the process could also be exciting! The way multiple creatures coordinate their attacks (or clash) changes the way the party needs to fight in order to survive. It reframes the situation and introduces more tactical complexity.</p></blockquote><p></p>
[QUOTE="Jeffrey Malcolmson, post: 6976937, member: 6870999"] I would recommend being creative with the monster's choices. Monsters can do more than walk and use attack actions. They also have access to all of the normal non-combat activities and alternative combat actions, too! A giant can jump using the same rules as a PC, for example. Using their massive lifting and carrying capacity, huge creatures can lift and throw houses, among all sorts of incredible feats of strength. Depending on the creature's intelligence and anatomy, you can justify them making all sorts of changes to the environment during combat, and they can turn pieces of the environment into devastating improvised weapons. You could even simulate various forms of environmental destruction they cause by reskinning a trap or spell effect and targeting anyone in the area. (Giant just smashed the roof in? Collapsing Roof is on DMG pp.122) You can also make huge creature encounters interesting by presenting them with interesting battlefields to engage in. Varying topography, obstacles of various heights, scenery that can or can not be changed, covered areas, layers, foxholes, etc. Having actual traps/hazards present in the battlefield can be interesting. Having a large and unique set-piece which changes the battlefield over time can be fun. Environmental effects, like rain, fog, howling wind, etc. can have interesting effects on the behaviors of certain monsters. And third, you've probably considered this, but inter-creature tactics is a wonderful way to change the nature of a battle involving a huge monster. This is usually only going to happen with more intelligent creatures or pack animals, who can organize themselves, but a fight with two huge monsters who are also trying to kill each other in the process could also be exciting! The way multiple creatures coordinate their attacks (or clash) changes the way the party needs to fight in order to survive. It reframes the situation and introduces more tactical complexity. [/QUOTE]
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