Sunday 19 July 2015

Dungeon Master: Binding Creatures to Terrain

There are many different ways of going about creating new monsters for players to encounter. We can, of course, create monsters from scratch. This method has the benefit of allowing the creation of brand new, completely original monsters. Sometimes, however, what we want instead is to create a slightly different monster than what is currently in the monster manual. The difference can't be too minor in this case (wow, one extra charisma. I'm so scared), but have the potential to completely change the way the monster works. Today I hope to discuss how to do so by linking monsters to the terrain.

Why Bother?

Over the course of mythology and D&D, there have been many monsters that are bound to certain terrain. Obvious examples are water monsters such as a kraken (though a kraken that can walk onto shore gives me an idea...). Typically there are many stories of undead ghosts in particular being linked to a certain building, area, date, time of day or object. By closely relating a monster to some kind of terrain or other factor (items can be used as well), it allows and creates a bunch of new ways to approach the monster. Usually at least one of these ways allows the total avoidance of the monster if the players are clever enough to figure it out. Personally, I consider this a plus since I don't want every encounter between monsters and players ending in fighting to the death and I have been lucky enough to have a group that feels the same way.

There are a few logistical reasons as well. If we already have a bunch of monsters, we can easily create more variants of a monster by creating a link to the terrain. It can be as simple as applying a template to link a monster to the terrain. However, I would suggest a little more care to be taken to make it a truly unique experience for the players. It is still less work to do it this way than to make a creature from scratch and the creatures that result are already balanced by the monster manual.

Example: Smoke Spirits

When you have to kill something, killing it with fire is usually a good way to go. However, like any kind of killing, you run the risk of having your enemies come back for round 2 as an undead husk out for revenge. It's just something that happens as an adventurer (though it may happen more often with the some Dungeon Masters). In this way, fire is no different.

When a creature or person is killed by fire, it is possible for the spirit of the being to remain and seek revenge on the living. In some cases, they may also seek the possession of a new body to regain what they have lost. These beings, however, are firmly trapped in the smoke close to the place where they died. Usually, a fire spontaneously starts and the creatures attack from the smoke that is created. To protect themselves, adventurers need only to avoid the smoke (any spell that moves the air, such as thunderwave, can also move the smoke away and even put out the fire that caused the smoke).

The source of the smoke (the fire) can also return after the creatures in the smoke have been slain, bringing back the creatures that lurk in the smoke. In such a case the being is usually a more powerful spirit and blessing the grounds or another event may be required to permanently stop this phenomenon.

Easy Examples: Shadow (simply restrict to the smoke in the area)

Variant 1: Add 1d6 damage from choking on the smoke on a hit.

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