Plaguescarred
D&D Playtester for WoTC since 2012
I love these and want them all in! I think their description was good enought. I like that some monsters are designed as Hazard/Trap too!
The is a great deal of difference between a shrieker and other sorts of alarms. There is the ecological factor. Shriekers are scavengers and fill that niche in an ecosystem. Creatures have properties and are worthy of consideration beyond thier use in an encounter.
Monsters need a place in the game world that goes beyond combat/mechanical considerations. I don't need a book that is just full of stats to fight. If the mindset with Next is that monsters are only useful as far as how well they perform in an encounter then it has already failed to get the concept behind a campaign world before release.
It's also worth noting that, IMO, the Monster Manual should contain trap monsters.
It's a book of interesting encounters, not just a list of things to use in the combat system.
Why?
Why do trap monsters need full monster writeups? I'm not saying they need less writeups, just, why do they need full stat blocks? Who cares what the strength rating of a shrieker is? Does it really matter what the Con score or what skills a Yellow Mold has?
Then again, if you want to add a section to the Monster Manual for Hazard/Traps that would be groovy too. It got buried in the DMG in 3e and I think that was a mistake. Make it a big, bold section with lots of examples. Sure, put it in the Monster Manual.
I probably used ear seekers back in the 80s - I don't really remember.Has anyone here ever used rot grubs or ear seekers?
I enjoyed my 4e rot grub encounter. I'd also be happy with "rot grub infestation" as a disease, as suggested by [MENTION=87792]Neonchameleon[/MENTION] (welcome back!) and others upthread. I'm not especially interested in "sudden and unavoidable death" monsters, but that's not particularly relevant to rot grubs anymore than it is to medusae, the catoblepas, etc.Ear seekers, rot grubs, and the like, have a place in a more challenge-oriented, casual, disposable kind of game. If the challenge is to survive the dungeon, killing PC's for caution, for greed, and for carelessness are all fair game. Heck, that's part of the fun when you play these kinds of games.
They don't work well in more story-focused games
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They're ALSO useful in other kinds of games, if you ratchet down the lethality.
And why isn't beating it up until it falls apart a valid response to some traps?
Ear seekers are dumb arms race monsters. Players who aren't prepared for them die, so players then have listening cones with metal meshes they use to listen at doors, and ear seekers are no longer involved in the game. Rot grubs and other hazard-monsters are much more versatile and feel like a part of some sort of eco-system.
Ditto the throat leech, which basically seems to exist to force spellcasters to cast Create Food and Water.
I like the idea of one large, shapeless monster that takes on various non-specific inanimate forms. So we could just generally call the "Mimic" any creature that takes on the form of a stone, a stalagmite, or other feature-few object and awaits for unsuspecting adventurers or creatures to approach. I don't really see the need to have a dozen different types of "monsters that turn into harmless objects".