My Theory On Monster Design

My Theory On Monster Design

Of what we have published so far, I think that our monster books are the ones I’m most proud of (although they also have the least sales). When I design a new monster, I personally don’t think the most important thing to get right is the description, the artwork, the role, the ecology. I think it’s the mechanics; and I’m sure a lot of people disagree with me on that point.

Here, let me try to defend my position. After playing every version of D&D over the course of 20 years, the most memorable encounters that I’ve had with monsters as a player are not the ones with the coolest backstory. In point of fact, as a player you almost never know the origin of the monster unless it’s the big bad at the end of a campaign. As a player, I don’t think I’ve ever based my PC reaction to a creature I’ve run into on its artwork, but rather on its actions (with the possible exception of the 1st edition succubus).

But anyone who has ever been swallowed by a purple worm will remember that until the end of time.

With each creature I design, (particularly at the higher challenge rating) I will usually try to give it some kind of attack or ability that has never been seen before. Something that is hopefully… memorable.

For Baba Yaga, an incredibly iconic figure from not-just-D&D lore, I wanted to give her something special. So for our Boss Stats creation, she has two legendary abilities called Spell Weaving and Spell Thieving (also, that totally sounds like something an ancient witch would cackle while stirring a cauldron). Spell Weaving is nothing special, allows her to cast a 3rd-level or lower spell as a legendary action. Spell Thieving on the other hand, allows her to steal a spell-effect right off of another creature and place it on herself.

  • PC 1: “I cast haste on Billy!”
  • PC 2: “Yeah! Bring it, witch!”
  • DM: “She turns 90 degrees on her broom, makes a gesture with her free hand and rips the haste off of you. She cackles maniacally and her movements appear to be accelerated. She moves like the girl from The Ring now.”
  • PC 1 and 2: “Yea-buh-wha?”

The unexpected is memorable. And a monster surprise from up the sleeve that makes your players go “Wha?”is priceless.

I’m currently working on some kind of ability for the Omnihedron Swarm that will strike fear into the hearts of adventurers. It’s a swarm that comes from a plane of pure law and mathematical order. Here’s what I came up with originally:

Accurate Multiattack. The ominhedron swarm makes 4 melee attacks one of which can be an engulf attack. After a tendril attack, if it attacks the same target as part of the accurate multiattack, then the swarm can either roll the next attack normally or use the same roll with a +1 bonus. It can repeat this ability until it is out of attacks. So if it concentrates all 4 of its attacks on one creature then it will have an initial attack roll of X and subsequent attack rolls of X + 1, X + 2, and X + 3. Only a natural 20 on an actual die roll is considered a critical hit.

I think that attack fits the theme of the creature, and can be particularly gruesome against one poor soul in melee range. However, for a high-level critter like this, it actually hits with most of its attacks to begin with anyway. Also, it requires a bit of explaining to make the player realize how the attack works so it loses some of its zing; like having to explain a joke. So, it needs something else with some shock power, so I came up with this legendary action.

Perfect Counterstrike (2 actions). The omnihedron swarm replicates a melee or ranged weapon attack that damaged it this turn. It selects one target within 20 feet (for a melee attack) or within 120 feet (for ranged). The attack roll, damage total, and type of damage is exactly the same as the attack that hit the omnihedron swarm.

  • PC 1: “Crit! 48 points of battle axe death you cloud of cogs!”
  • DM: “Your axe splits through several large pieces of its form, but immediately from the far side of the swarm you are hit by a tendril that is formed into an exact replica of your axe that slices through the air at the same angle that you just swung. Take 48 points of damage.”
  • PC 1: “Did…did he just hit me with my own attack?”

I don’t think it’s as good as Spell Thieving but I think that’s a respectable level of “Wha?”

Agree or Disagree on my points about the importance of introducing a new mechanic? Obviously you don’t want to do this with every encounter… but I do try to do it for every creature that I place in a book.

 

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