Monsters that turn out very fun.

I had a lot of fun with a Mezzoloth in my last session. The players had invaded a Red Dragon's stronghold, was told by the dragon's kobold minions that they would let the party live if they killed the dragon, killed the dragon, and were getting ready to dive into the pile of loot when the kobolds show up en masse.

Meanwhile, outside, one of the BBEG's (a Gnoll Warlock/Acolyte of the Skin), who has been waiting for the dragon to kill the party for him, decides things are taking far too long and has his Gnoll minions fly their airship to the front gates and open the main doors.

Back to the party, the paladin is giving a rousing speech (he got their attention using one of Barsoomcore's swashbuckling cards) to the kobolds, encouraging them to be proud of their strong tribe, etc. The dragon's room is at the end of a 100' hall, which is on the north end of a large cistern room, which is on the north end of the 100' entry hall.

The entry hall door cracks open, the opens completely and the force of gnolls floods in. The kobolds turn to face them, screaming in their pride. Then they see the large force of gnolls barreling towards them, with the nasty BBEG and his pet Mezzoloth at their forefront. The kobolds panic, trying to figure out where to go in the 100' hall. The paladin rallies some of them, and arrows and bolts go flying back and forth between the gnolls and kobolds. Then the Mezzoloth casts Cloudkill on the south end of the hall, instantly slaying a 40' diameter of kobolds, and traveling down the tightly packed 100' hall toward our heroes (and the Paladin, who is trying to push to the forefront and lead). The Paladin succeeds in getting the kobolds to slowly advance backwards (north) ahead of the cloud, and firing blindly into it. The Mezzoloth (on orders from its master) teleports into the back of the room the PC's are in, and casts cloudkill (his last for the day) again, at the north end of the hall, instantly slaying several more kobolds, and killing two of the three kobold leaders.

The Paladin tells the remaining kobolds to "Hold your breath and follow me!", and runs back through the cloud and into the room with the Mezzoloth. The frightened kobolds are only happy to oblige, and die en masse. The only kobold left is the "king", who is horribly con-drained from the Cloudkill. The rest of the group tries to kill the Mezzoloth. The party warlock misses three times (due to 20% concealment from darkness) and fizzles once (due to spell resistence). The party bard hits once with an arrow (doing a grand-total of 1 damage after energy resistence and damage reduction). The party druid summons up some air elementals to try to push the cloudkills down the hall toward the gnolls. And the party wizard magic missiles it (as he is mostly drained from fighting the dragon). The wizard's familiar, a lantern archon, inflicts horrifying damage on the Mezzoloth due to the Bard's boost.

The Mezzoloth, thinking that the party has nowhere to go, uses its second teleport to return to its master and report.

The party grabs what loot they can, and heads to the treasure room which contains a sealed planar portal. They have the key from an earlier adventure. They unlock the portal, scoop up some more of the dragon's hoard, and run (which is good, they are no match for this particular BBEG at this point).

End result:

1 very angry BBEG, 1 cowed and confused Mezzoloth, several scared and confused gnoll soldiers, and several surprised, cloud-killed gnoll corpses standing in the dragon's hoard room, wondering where the party went.

1 battered, happy to be alive party, and one injured, former kobold "king", sitting in the wine cellar of a well-to-do Sigil merchant. The cellar door is locked, from the outside, and it is late evening. Imagine the merchant's surprise when he hears a knocking from his wine cellar in the morning. :D
 

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Mystery Man said:
I ran a Murderjack encounter that was creepy, and for me it was a blast. He was dang near unbeatable and harried my group constantly.

So did I :)

Except, I forgot the SR and DR the first few rounds. A good thing, too; I had misremembered the thing's CR as 8 when in fact it's 9. After the fight I talked with my siblings about the fight, commenting on how tough it was. Turned out that I had misremembered the party's level as 8th :o Oopsie...

I love, love, love sneaky opponents. Most of the ones I've used I made myself, though; a ftr/rog/mage worked marvelously well, as did a fast undead mage.
 

The most fun I've ever had with a monster was with a splinterwaif (MMIII). The party's two rogues had snuck onto a hobgoblin slaver ship with the intention of stowing away. Earlier that session, they had tried to rob a wealthy woman, only to have the noisy distraction of a terrified child running from "the Crazy Thorn Man", a horrible monster that catches children in its claws, turns them into bushes, and eats them.

So what do they find on that ship, acting as a guard-beast for the captain? That's right. A crazy thorn man. When the two rogues couldn't punch through its natural armor and damage reduction, they fled through the narrow corridors of the ship, the cackling, drooling menace at their heels. Things didn't get any better when dock guards, summonned to check out the chaos on the ship, all were horribly killed by splinters shot from the thing's tongue.

Eventually, the party barbarian decided to kill it and went below decks. Alone. Between the thorn man's camouflage and vicious attacks, the fight was long and brutal, with rounds fought through a mattress, for example, and the barbarian using his pet pig to trick the thorn man into revealing itself. By the end of it, the splinterwaif died as the barbarian, dropping out of rage, hit -3 hit points. The tensest encounter I've ever run.

I also have a fondness for vrocks, simply because they have so many options, and have thrown them at just about every party that gets to an appropriate level. I also had the unfortunate experience of fighting a vrock at level four, thanks to a DM who did not play nicely with the CR system. The only way we survived was because he didn't know that ray of enfeeblement does not stack with itself.

Demiurge out.
 
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The most fun in encounter I had running was with the PCs scaling down a very high cliff, and that's when the winged ape* decided to swoop down and attack the party! Nothing like taking a hit from the ape's claws and still trying to hang on for dear life. Painfully, for the sorceror/fighter, he was swatted off with 90' left to go... :heh:

*from Player's Guide to the Wilderlands
 


An Aboleth. (psionic,with 1 level of Thrallheard

It staid to long and got killed, but it left behind -
the Sorcerer dominated (and told to kill the PC monk) the ranger at a chr =1 "you dont want me to go scout, im worthless as a scout" both unable to breathe air, in a fridgid underground river. The Thief had -3 hp and had spent much of the fight weged in the gunnels of an upsidedown rowboat. and the barbarian/priest was stuck holding the halfling sorcerer under water, keeping him in a magic circle.

They then harpooned the aboleth, dragged it on shore and disected it - (more saves vs slime). I just handed the players the Lords of Maddness anatomy of an aboleth section. (they cheered)

It was supposed to be a mastermind BBEG - the players got all sorts of benfits from ex-dominated minions as well as a set of disorganized enemies vowing revenge. The consquences are ongoing.
 

As a player, an Elder Earth Elemental.

Oi VEY. We were an 8th level party, it was a big pile of rock. RttToEE, we cross the bridge heading into the OF and here's big'n'nasty.

I'm playing the party tank ... dwarven fighter/ranger/defender in plate, dual-weilding a Dwarven War-Axe and a Short Sword with the High Sword/Low Axe style feat from Complete Warrior. This allowed him to make a free trip attack if he hit with both weapons, and then whack again because of Improved Trip. Absolutely horrific against most opponents when Enlarged.

An EEE is all AC (26 average, when "sunk" into the floor for cover), all HP (228), all Attack Bonus (+27) and all damage (2d10+11, 22 avg, 13 min) with one of the best battle-field control powers of all time ... Earthglide. That's IT. There's nothing else to bump the CR up, so CR 11 is still pretty low. We didn't stand a chance. We fled like girls. We were 1 round from it popping up behind the party wizard, which meant 1 round from losing the party wizard.

Encounters of the same EL we could handle alright, with good tactics and synergetic builds. Something like that, though, no dice.

The same with Advanced Dire Apes. We had a party paladin ripped to shreds by one of those. The animal advancement CRs don't reflect the true power increases of some animals.

My FAVORITE, though, are advanced animals who are then turned into skeletons. CR often goes DOWN while overall combat ability INCREASES.

I'm also fond of Barghests and evil (normal) Dwarves. Mmmmm, dwarves.

--fje
 

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