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Supermonsters: Making Monsters Truly Dangerous

Jack7

First Post
In most every (D&D/Fantasy type) setting I have ever played in the players quickly come to know the main, if not the entire range of, capabilities of a given monster or a type of monster (such as an orc, or troll, etc).

Because of this in a very short period of time most, if not the very great majority of monsters, simply become "fights." They quickly lose most, if not all, of their sense of surprise, ambush, challenge, fear, and especially, of danger.

So I thought I might start a thread devoted to a little project. What are your best ideas about making monsters back into monsters? Of making them super-opponents (instead of just fodder), monstrous, threatening, terrible, awe-inspiring, and of making them truly dangerous again.

Sketch out your best ideas here and let's see what you can come up with.
 

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Celebrim

Legend
The long and short of this is - never intend your monster to be fought without preable in a 30'x40' flat and relatively empty room unless you intend it to just be a fight.

But a bit more detail:

1) Never intend your monster to be fought without preable in a 30'x40' flat and relatively empty room unless you intend it to just be a fight. A monster needs to be placed in terrain which challenges the party and which plays to the monsters strength. A Dire Tiger in a 30'x40' flat, well-lit, and empty room is a fight. A Dire Tiger in a pitch black tall grass marsh is terrifying if played well and the hazards and difficulty of the terrain is emphasized.
2) In my experience, if the player doesn't know what they are facing, that's worth at least +1 challenge rating. If the player doesn't know what they are facing, they'll hesitate, they'll make less than optimal decisions, they'll become confused and perhaps panic, and party cohesion will break down as different players adopt different strategies and some players adopt 'better you than me' stances. This can be accomplished with as little as redressing the stats in a different suit of fluff. The same dire tiger only gaining the dress and not the mechanics of something from the dungeon dimensions will provoke a much less optimal responce from most parties.
3) A horror movie director never throws the hero into a climatic struggle with the monster in the first scene. And generally speaking, if a monster is expected to frighten, he doesn't even fully show it to the audience until half way into the movie. If you want monsters to have meaning, build that meaning up over time. A fight with a random collection of hitherto unseen and unsuspected foes can't really be expected to be anything more than a fight.
 

A

amerigoV

Guest
D&D has moved on from "explore and encounter some unknown in the darkness." Even if the player or the PC does not know what the critter is, they fight so many monsters that its "just another monster." If you want to bring back the "monster" feel, you have to

1) Run it more like a horror campaign and less like a typical D&D campaign.

2) Use less monsters. Make is so in an adventure, there is only one true monster. Sure, there are other critters to fight - natural beasts, the cultists worshipping the monster, traps, tricks, etc.

3) Reskin monster stats to keep players guessing (this is the obvious advice), or slap templates and levels on them

4) Build up and foreshadow. The PCs never get a good look until the final fight. They see the carnage the monster has wraught without seeing it in action. Even then, hold off putting fig on the table. Putting the fig down gets people thinking about what they might do against it instread of imagining what the hulking, writhing beast in the corner will do to them.
 

Umbran

Mod Squad
Staff member
Supporter
So I thought I might start a thread devoted to a little project. What are your best ideas about making monsters back into monsters?

I've noticed the simple way: Play a game where the players don't read the monster stats and listing.

It also helps if the monsters are a bit more rare. Your typical dungeon crawler fights many monstrous things, and the player and character get inured to them.
 

Pilgrim

First Post
It also helps if the monsters are a bit more rare.
This.
Being subtle with encounters is the best way to keep the player's guessing. Also, description, it's super easy as the DM to just reskin a normal monster to make it appear as something else entirely, even the abilities of most monsters can be reskinned to essentially keep the same effect, but with different descriptor.
 


Quickleaf

Legend
The Strigha

This is a long story of what I did with "the strigha", a homebrew monster. It was a level 8 solo against a party of six level 5 PCs. I stole the concept wholesale from The Witcher video game.

* * *

Setup

Returning to the king's castle after an adventure, the PCs find ominous signs reading "beware the strigha", protective fetishes hanging at the crossroads, and as the sun sinks everyone rushes indoors. The fear is palpable.

The PCs are contracted to investigate a series of murders, often of clergy, always of people whose deaths were especially convenient for a wicked prince jockeying for the throne. As part of the back story they learned Princess Merisende had once suffered a curse which nearly killed her and several others, but that the Abbess, a woman of great faith, was able to help the princess control the curse. In time, it was all but forgotten. Afraid her daughter may have succumbed to the curse, the Queen asks the PCs to investigate.... but not to kill the creature unless they are certain it is not the princess transformed.

old-vizima.png


* * *

Legends & Lore

"What the hell is a strigha?" Cue the knowledge checks...

Arcana DC 25: A strigha is a shapeshifting monster created by a powerful curse. Its abilities are a distorted shadow of its human form and history, though it is always fiercely strong.

History DC 20: Several years ago, the region was haunted by a series of murders, purportedly by a strigha. A knight named Dame Aleera killed it.

Religion DC 20: The strigha is a rare form of female shapeshifting vampire that masquerades as human during the day and becomes a monster at night. Whether it is aware of its state is ambiguous.

Religion DC 25: She exists between life and death, usually the result of a tragic accident. Her human form appears to die before she transforms into a nocturnal monster. Holy texts tell of strigha emerging from graves, having been buried by their families who thought them dead.

* * *

The Investigation

Investigating the most recent attack on the former royal jailer, they find that the creature didn't enter through the front door (above which hung unicorn root, a fertility/fortune herb). It paced around and finally scampered up the side of the house through a window. They find a lock of red hair - the same color as the princess and the queen.

The jailer's widow reports that he went into a catatonic state just before death, his eyes filming over with cataracts and he began saying strange things.

A PC notices the strigha went out of its way to destroy a saint's icon - St. Lysander, patron of crusaders, lawyers and justices.

There are no mirrors in the house. The widow reveals what happened to a mirror, and why she removed them. An blurry image of a ghostly red-haired woman flickers in the cracked mirror, pointing to a secret door in the room. The players get freaked out by this (IRL a window slammed right then and everybody jumped). Behind the secret panel they find a letter which suggests who the next target might be - a local justice.

* * *

Waiting for the Strigha

Heading over to the local justice that blustery evening, the PCs try to figure out why the strigha might go after him. They expect the attack at midnight like the last attack. Guards with lanterns are posted around the manor and the justice and his family hide upstairs. The PCs split themselves, half upstairs, half downstairs. Finding some weak floorboards upstairs, the rogue sets up a "pit trap" covered with a carpet. They barricade the front door.

There's a tense period of waiting, with cedar trees scraping against the side of the manor, eerie shadows cast under the light of the nearly new moon, and several false alarms. The justice's children begin to cry.

Then comes the shout from a running guard that the horses have been brutally killed. Out of the night, a blurred monster tackles the guard and drags him away screaming. The PCs decide not to go outside and wait for the strigha to attack.

striga.png


* * *

The Attack, part 1

The strigha suddenly breaks through a 2nd floor window and grabs one of the PCs, choking them against the wall. I show them a picture of it and describe its hideous form. At this point the players are nervous cause this creature is a big unknown, there's been a big "creepy" factor to their investigation, they're not supposed to use lethal force, and they need to protect this terrified family.

Fortunately, the quick thinking invoker blasts the strigha through the window it entered from with a lance of radiance from his rod. They hear a loud crash, thump! Looking out the window they see the strigha scamper around the side of the manor. They're not quite so scared, but they're wondering where would it attack from next?

The justice begins to panic and makes plans to get his family out of there, asking his guards to go through the front door. Adamantly opposed, the PCs intimidate the guards to stand down. Right then, the strigha attacks again, leaping through through the hearth! In a shower of soot and shattered brick, she grabs the justice's leg and bounds toward a window with him, slamming the swordmage and a guard into the wall as she goes by.

Thinking quick the swordmage teleported in front of the strigha, barring her escape route. The PCs unleashed a ton of hurt on the creature, freeing the justice and sending his family downstairs as the rest of the PCs came up the stairs to join the fray. Surrounded, the strigha unleashes a blood-curdling roar and, scrambling across the walls, she attacks the lanterns in the room, plunging the PCs into darkness momentarily.

When they get light back, they don't see the strigha though a trail of her blood leads to a window. They think they've driven her off, but the invoker invoker warns everyone to stay vigilant and the bard goes downstairs to guard the family. Just then the bard sees the last two guards panic and unbolt the front door to flee. The strigha leaps down on the guards and bites one's face off. With a quick spell the bard slams and bars the door. The screams of the second guard fill the night as his body is slammed against the door from the outside.

Gathering downstairs - save for the rogue who peered out the upstairs window to keep a lookout - the PCs nurse their wounds and set up quick defenses to protect the family.

* * *

The Attack, part 2

The breeze picks up outside and clouds pass over the faint crescent of the moon, and several lanterns outside the manor go out, save for one which a guard outside dropped, leaving a small fire near the front of the house. That's when the rogue notices the mauled dead guard upstairs convulses and his eyes begin to film over, and a gasy voice says one word "betrayal." The strigha creeps through the 2nd floor window, unnoticed by the rogue, grabbing her and throwing her into a statue across the room; bounding after her, the strigha lunges for her face, knocking her back... and they both hit the rogue's trap.

In a last ditch attempt, the rogue grabs the edge of the splintered floorboards, but the strigha plummets to the first floor with a shriek.

Springing to action, the PCs set up a series of killer combos which bloody the strigha. Then the rogue leaps down on the strigha's back and backstabs for a ton of damage. Raging, the strigha hurls the rogue off her back. As the creature staggers backward, the PCs notice the black blood on their blades turns red. In a mirror for a moment the bard glimpses an image of the princess reflected from the strigha. The strigha lets out a plaintive cry at the cowering justice.

A moment of hesitation costs the merciful bard as the strigha lunges for his throat, dropping him to 0 HP, grabbing him and scrambling out a side entrance, blowing the door off its hinges. Chasing after their dying ally, the PCs manage to get her to drop the bard and stabilize him, but the strigha escapes into the night.

They were much more confident about facing the strigha again, but they were pretty shaken by the suspense and horror of the whole situation. :)
 
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Magesmiley

Explorer
Above all else, play the monsters appropriate to their intelligence. Think about what sorts of tactics they will use and how they will capitalize on being familiar with their homes. What can they see about the players and what assumptions can they make from that? (Three heavily armored guys charging us and one guy in robes who is gesturing while hanging back... gee who should the archers shoot?) Consider using some of the other combat options available rather than a straight attack.

Make sure that they USE the magic in their possession intelligently. Potions and one-use items should get used against the players, especially if the monsters have time. Odd wondrous items can spice up an otherwise boring encounter. A friendly caster or two can greatly increase the challenge of an otherwise weak group of monsters, especially if he is buffing his friends rather than blasting the PCs.

Spend some time actually building an optimized character here and there to mix in with the standard monsters. Mix different types of monsters in the same encounter.
 

Jack7

First Post
Keep em coming folks. I'm developing improved "Monster Behavior Systems" and "Monster Combat Tactics" based on some of these ideas.
 

Croesus

Adventurer
I realize you're asking for ideas on how to better use monsters in a fight (better tactics, abilities, whatever), but that doesn't avoid the problem - once your players have faced a given monster a couple times, of course they learn and become less worried about it. Unless the monster is something that instakills (which gets old fast), any monster will suffer from the old saw "familiarity breeds contempt".

So instead of focusing on stats or tactics, focus on presentation.

See the 2nd and 4th postings on the following thread for what I'm talking about:

http://www.enworld.org/forum/general-rpg-discussion/310700-oh-god-what.html
 

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