Ecologies (2,600 Words)
An “Ecologies” article delves into greater detail about a particular monster from the Monster Manual. However, “Ecologies” articles must focus more on the players and how PCs interact with the creature, rather than exhaustive information useful only to Dungeon Masters. It should offer helpful tips for dealing with the monster, such as how to recognize signs of its presence. In general, an “Ecology” article should have a hunter’s guidebook approach, although it should not be written “in voice.” A number of sections must be included in each “Ecologies” article. Remember: Don’t describe new features of the creature or add to it in such a way that it would change game mechanics.
Introduction: Draw a reader in with a strong introduction of only a paragraph or two. It should include something tantalizing, such as a cool or oft-overlooked feature of the monster that makes the reader want to continue with the article.
History or Origin Myths: Relate a brief version of the creature’s history or origin myth as described in other D&D books. This is perhaps most important for intelligent creatures with complex societies, but unnatural creatures and constructs might also have interesting histories. It’s important in this section that you rely on what has been written. We do not want a new origin story for a monster.
Knowledge Check Sidebar: This sidebar should offer sample bits of knowledge depending on the DC result of an appropriate Knowledge check. See the Player’s Handbook, page 78, for the different Knowledge skills and what type of Knowledge a monster falls into. This knowledge should scale from DC 0 to DC 40 (assuming there’s enough interesting things to know about the creature) with DC 10 representing the limit of common knowledge and what PCs would know with an unskilled Knowledge check.
Physiology: Describe the creature in more detail than the Monster Manual. Include physical descriptions of adults and young. This is also the section to include a dissection-table analysis of the creature or a part of the creature. See the first chapter of the Draconomicon for some examples of what you might do.
Psychology and Society: Describe the creature’s eating and sleeping cycles, procreation, lifespan, and other such information related to how the creature lives. Especially important for creatures with near-human or greater intelligence, this section details how the creature thinks and why it acts the way it does. Try to strike a balance between simplification and psychoanalysis. Many creatures have drastically different mentalities that are completely alien to humans. This is the place to explore those differences. Obviously, creatures without an Intelligence score don’t have psychologies, and therefore don’t need this section.
Vs.: This section explains tactics and tips for defeating the creature in combat. It should describe the creature’s tactics and offer counter tactics that PCs should use. Think about the mundane and magical equipment PCs should have to defeat the monster, and if you devise a useful piece of equipment not already in the game, describe it in a sidebar.