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What makes a monster terrifying?
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<blockquote data-quote="Sadras" data-source="post: 7857812" data-attributes="member: 6688277"><p>Besides narration, being unfair and the like, take a stab first at the rules by going outside the immediate stat block. Below are some examples of what I mean:</p><p></p><p>When the PCs first experience telepathic contact with mind flayers have the PCs make insanity saving throws (DMG 265-266), with failures resulting in a short-term, permanent or indefinite madness (DMG 258-260). The sanity section even gives this idea to you - <em>making direct contact with the mind of an alien creature</em>;</p><p></p><p>Have the Orog attempt to trip (Shove Action) the PC in order to gain advantage on his follow-up attack (PHB 195). Intelligent monsters;</p><p></p><p>Let the Nalfeshnee attempt to break the holy symbol of the cleric (DMG 246-247). No more healing, threat of item destruction;</p><p></p><p>Use the mob rules for a bundle of blight twigs (DMG 250) and have some off them attempt to climb onto the PC (DMG 271). Let the PC feel overwhelmed; and</p><p></p><p>Introduce environmental hazards through dynamic combat.</p><p></p><p>(a) Allow the dragon to grapple a PC (PHB 195) and then fly upwards with the unwilling PC risking a fall; or allow the dragon to grapple and then submerge itself into a body of water (PHB 183 suffocation, DMG 116-117 visibility, PHB 203 spellcasting verbal). </p><p></p><p>(b)<em> Movement </em>and<em> Miss attacks</em>, in particular large+, monsters change the terrain around them. A fire elemental slithers across the ground creating a growing wall of fire as combustible materials ignite into flame; A PC sidesteps a giant's blow which then blow knocks a pillar causing structural damage and the PCs are forced to make dexterity saving throws (despite the miss attack) to avoid being crushed by the falling debris; A remorhaz bursts through the frozen ground forcing everyone to make acrobatic checks or fall prone (and this is before it has even attacked);</p></blockquote><p></p>
[QUOTE="Sadras, post: 7857812, member: 6688277"] Besides narration, being unfair and the like, take a stab first at the rules by going outside the immediate stat block. Below are some examples of what I mean: When the PCs first experience telepathic contact with mind flayers have the PCs make insanity saving throws (DMG 265-266), with failures resulting in a short-term, permanent or indefinite madness (DMG 258-260). The sanity section even gives this idea to you - [I]making direct contact with the mind of an alien creature[/I]; Have the Orog attempt to trip (Shove Action) the PC in order to gain advantage on his follow-up attack (PHB 195). Intelligent monsters; Let the Nalfeshnee attempt to break the holy symbol of the cleric (DMG 246-247). No more healing, threat of item destruction; Use the mob rules for a bundle of blight twigs (DMG 250) and have some off them attempt to climb onto the PC (DMG 271). Let the PC feel overwhelmed; and Introduce environmental hazards through dynamic combat. (a) Allow the dragon to grapple a PC (PHB 195) and then fly upwards with the unwilling PC risking a fall; or allow the dragon to grapple and then submerge itself into a body of water (PHB 183 suffocation, DMG 116-117 visibility, PHB 203 spellcasting verbal). (b)[I] Movement [/I]and[I] Miss attacks[/I], in particular large+, monsters change the terrain around them. A fire elemental slithers across the ground creating a growing wall of fire as combustible materials ignite into flame; A PC sidesteps a giant's blow which then blow knocks a pillar causing structural damage and the PCs are forced to make dexterity saving throws (despite the miss attack) to avoid being crushed by the falling debris; A remorhaz bursts through the frozen ground forcing everyone to make acrobatic checks or fall prone (and this is before it has even attacked); [/QUOTE]
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