• NOW LIVE! Into the Woods--new character species, eerie monsters, and haunting villains to populate the woodlands of your D&D games.

Excerpt: Humans as Monsters

Baka no Hentai said:
Perhaps my memory is failing me in my old age (almost 30! :P) but I dont seem to remember humans even having an entry in the Monster Manual of 3.5, or if they did it was fairly sparse.

Nope. No humans in the 3.x monster books that I ever recall (pre 3.x, yes however).

Since monsters were built like PCs in 3.x, no need for human entry in MM. I'm guessing some peeps would've griped because NPCs appeared in the MM. (There was a bit of griping with regards to later MMs when classed monsters started showing up as 'additional monsters'.)

They could put literally hundreds of human archetypes in and still not cover the needs of every DM... so like most of the MM entries, they give you a few sample types to get you started, and let you rely on the easy monster creation rules to tailor things to your exact needs.

Yep. Works well too. Want a human wizard. Whip it up using the NPC rules. Want him solo or elite. Make the needed changes (like 2-3 places: XP, HP, and defenses).

Want a berserk minotaur warlock? Take the minotaur entry, tack on the warlock class template, and maybe tack on a rage type power that kicks in when its bloodied (something like "gains +2 to attack rolls and/or deals an extra 1d6 damage with attacks"....or flip through the MM and find a 'rage' power you like; there are a couple of monsters that have 'rage/berserk' type powers they can use or that kick in)
 

log in or register to remove this ad


Mustrum_Ridcully said:
It doesn't have to? A free action can be taken outside your turn. An Immediate action can only be taken outside your turn, and you can take it only once per round.
Interesting - I wasn't thinking a free action can be taken outside your turn. That's cool - thanks.
 

Mustrum_Ridcully said:
It doesn't have to? A free action can be taken outside your turn. An Immediate action can only be taken outside your turn, and you can take it only once per round.

To elaborate on this, if it was an immediate action, and the Berserker was bloodied due to an opportunity attack during his turn, he would not be able to use Battle Fury. Making it a free action allows him to use it in any situation.
 

Grazzt said:
No Solo template needed. The rules for monster creation tell ya how to modify a monster to make it Solo or Elite.

Build the wizard. Note the bonuses to defense. Multiply HP and XP by 4 for Solo level 10 or less or 5 for Solo level 11 up. Note bonus to Saving Throws. Note Action Points. Done.

He's going to want some better abilities, you know. Two encounters and magic missile does not a solo monster make.
 

Khaim said:
He's going to want some better abilities, you know. Two encounters and magic missile does not a solo monster make.

Yep. Probably true. Just depends on what level the monster/wizard is I guess. Not all the Solos or Elites in the MM have a ton of abilities at their disposal however. Some are set up with 2-3 or so.
 

Grazzt said:
Yep. Probably true. Just depends on what level the monster/wizard is I guess. Not all the Solos or Elites in the MM have a ton of abilities at their disposal however. Some are set up with 2-3 or so.

More important. A solo mob, in this case a human wizard, must make an interesting encounter. Many other Solomobs got reactive abilities and I believe that reactive powers, area damage, crowdcontroll:s and some random teleport might do the trick.

Its to bad you can't get any guidelines from the DMG or MM tho, making SOLO mobs was the first thing I started looking for, I had a special nemesis in mind for the first story arc, so I expect the protagonists to be lvl 1 ish when they encounter him. Making him a lvl 3-4 solomob and encounter.
 

Khaim said:
He's going to want some better abilities, you know. Two encounters and magic missile does not a solo monster make.
So snag an appropriate ability or two from a different solo monster.

The beholder's "shoot everybody with a laser" aura would probably be a good fit for a solo mage, possibly scaled a bit for level.
 

theNater said:
So snag an appropriate ability or two from a different solo monster.

The beholder's "shoot everybody with a laser" aura would probably be a good fit for a solo mage, possibly scaled a bit for level.

again. You can always reverse-engineer and do anything by yourself. But I do find the lack of a solo-template somewhat disappointing.
 

mjukglass said:
again. You can always reverse-engineer and do anything by yourself. But I do find the lack of a solo-template somewhat disappointing.

No need for a template. Guidelines/rules tell ya how to turn a monster into a Solo (or Elite). Adjust saves, defenses, etc. Turn one of its encounter powers into an at-will, give it more standard actions, etc.
 

Into the Woods

Remove ads

Top