I think its vitally important to make an assortment of unique monsters when running a campaign for veteran players. This can be accomplished by reskinning classic monsters or using simple random tables for monster abilities. Discovering the fantasy setting is where most of the fun is!
so smart. I love a monster with a magic item that thwarts its weakness. great way to combine loot and story. it's not a random ring of fire resistance. it's the ring of the troll king. it's not a random headband of intellect. it's from that dude we thought was a lich but was actually just a normal skeleton. it's not a random belt of giant strength. it's the karate goblin's black belt.
There's a Crocodile in the sewers with a magic bracelet of fire. Can't wait for the PCs to hear about the "dragon" when they get back from their adventures.
In the campaign I'm currently running, vampires are going to play a role. I didn't want the players to get bored fighting against "stock" vampires, though. The way I'm handling it is all of the lore on how to deal with vampires is generally true, but it can also be false. Each individual vampire can possess unique quirks, abilities, strengths, and weaknesses. The players will be free to know "what works" against vampires and be able to prepare for them, but will also have to figure out each vampire's specific weakness.
Yes to this. I'm running a campaign with a lot of chimeras and chaos mutations created by the hidden baddies, so the players have become used to random abilities. That said, among a bunch of mooks sporting wierd legs, horns, claws, and pincers, it was the naked dude running around that really worried them ...
I just had a multi-year 5e campaign end at the beginning of the year. Thr BBEG was a lich. We prob spent 3 sessions ringing around the land trying to gain information on it but to not avail. That lich had scrubbed its history clean. It first I was irritated because we had wasted all that time but using monster logic it made sense. In a land that heroes sprung up rather quickly (thanks 5e), a smart creature that wanted to stat alive would have to stat under the radar. So it made sense that this lich would go and try to erase its name from history as best it could. I also run a lot of Dungeon World games and you can really have fun with unique monsters there. But the twist is that there is a lot of player agency you can use in making these monsters unique. I have a DW adventure I run at cons and it has a gelatinous cube the party has to figure out how to get around. I always say "you see this gelatinous cube coming at you, why is it not a good idea to touch it?" And l will point at a player and riff off their choice. I've gotten that it freezes people, it steals their souls and also that it will turn the character into another gelatinous cube. So the players have made this monster unique.
The Goblin Chief is actually a reincarnated high level fighter. Training the Goblins so that he can kill the Druid who cursed him with this horrible Goblin body. How about a Swamp Troll. Fire doesn't affect them because they are soaking wet but cold and acid can kill them. Here's a sneaky one. An Illusionist of minute stature. You can hardly see him because of his size yet he can sneak around through some rat size tunnels all throughout the dungeon. Casting illusionary monsters in amongst the real ones and causing "fear" with ventriloquism, audible glamour, dancing lights, etc... Throw in a "White" Black Pudding (yes they can be white instead of black) and see if your players can figure it out.
That’s all fine as long as you give reasons the players can figure out IMO - like the troll retreating into a pool of water and dunking down every time it is hit
I am 100% with you when it comes to playing "gotcha" games with PCs ("oh look, the troll is only hurt by cold!"). There should be some rhyme and reason to changing things. For example, I had trolls working for the temple of elemental evil - Fire. They were all branded with a sigil that made them immune to fire damage (not acid). PCs figured out pretty fast what the puzzle was. But I also didnt "Get them".
Normally instead of unique monsters I like more to use the "wrong" monster to incentivize investigation. For example: Villagers might be talking about werewolves so the players start searching for silver and suspecting everyone in the village as posible monsters. But Worgs are not weak to silver nor able to change into human shape. Another example: An ogre has claimed a bridge and now is extorting people to use it. If the players just go there to fight the "ogre" they will find out very quick once it starts regenerating that that thing is a troll. Or my favourite: For a long time in a campaign that died out I described a lot of times a "tall brown skinned elf with white hair who flows on the wind even when it's indoors" npc who used magic to change size, turn invisible or fly. I don't think anyone ever figured out that it was a Janni.
Even after 40yrs of DM'ing -- you can still f' this up -- used two Illithids on six advanced level 7-9 -- characters -- and ALMOST TPK'd.. because of the ignorance factor.. me forgetting how powerful AD&D Illithids really are and they for not having that base line..
Monsters forming interesting alliances can be fun. What would cover for the weaknesses or augment their strengths? It can breathe fire? What if it had an ally that sprayed flammable oil? It shoots spikes? Maybe a helper knocks down or immobilizes them so they are easier to hit?
I had a troll that had an orc head and a goblin head surgically attached to it by scro mad scientsts. The stats were all the same but they argued with each other
Thanks for the vid as usual Daniel. I almost never use a monster straight out of the books. Firstly I want the players to be cautious and uncertain. This is for the same reason the GG suggested that players should never read the DMG and MM - they shouldn't automatically know how to "solve" each monster without acquiring the experience(s) from encountering them in a given campaign setting. What GG did not address was the human reality that if the MM and DM Guide are out there , Players WILL read them. I do , however , keep whatever changes I make to them (generally) consistent throughout a campaign unless there is a rational world-based reason to change them , so the players will be able to learn and adapt. Secondly I use a very numerically crunched system ( limit PCs to 6 XP Levels , and limited Hit Points ) so I also keep Monster Hit Points/HD constrained ( low ) . A Warrior ( Fighter) PC with max CON bonus can get only 8 HP at level 1 , and a max gain of +1 Hit Point Increase per XP Level , for a Max Hit Point total of 13 (EVER!) ! My biggest monster can have no more than 36 Hit Points ( 6HD ) , so this means I have to be imaginative about how to make Monsters dangerous and deadly outside of simply piling on the Hit Points. One simply has to look at how exactly a DM ( Monsters ) can affect PCs. Hit Points , XP Levels , Attribute Scores , Conditions ( Stunned , Fatigue , Hungry , Hypothermia , Poison , Phobias , Disease , Give and take of possessions , specific vulnerabilities , old rivals , old enemies , etc etc). It seems to work well.
I love a good "Gotcha Monster"... However, I can't really recall ever using one, not even a mimic (that's only a borderline Gotcha monster, however). You know what my favorite is, though? Adherers. I have always wanted to use an adherer. Just that moment they stumble upon what they think is a mummy and, nope, their weapons stick to it... Even better, an adherer with mummies. Maybe some day.
@@BanditsKeep That's pretty great because a weapon already stuck in an undead crypt guardian totally makes sense... I just gotta remember now to preemptively never describe a regular Mummy with weapons lodged in its body.
All my dragons and boss monsters are unique. They still know the common general things about dragons like reds breathes fire and blues are immune to lightning BUT they don't expect that the red has an iron golem it constantly breathes on and centers fire spells on as they fight the party. They are not sure how any dragon is going to fight them cause some use the treasures they've collected. Another will ambush and flee, constantly doing flyby attacks and never truly confronting them. It's fun and they really cheer when they finally take down a dragon.
Not necessarily for something small like a one shot, but in most dungeons or adventures of significant size I will have 1-3 unique or novelty monsters, added in along side the standard ones, just so that I don't fall into the trap of having the same few enemies show up over and over. This fallows the same pattern as most of the classic adventure modules, which typically all had new monsters not found anywhere else (at least at the time).
I cut my teeth in 3rd edition, so naturally I love making custom monsters (sadly 5th has few if any templates). I agree that too many "gotcha" monsters will quickly start to annoy the players.
Cool, does 3e lean into that in general or are there specific supplements for monster customization? I have no experience with 3e. Sounds like a good resource though
Mork Borg has a good random monster generator call The Monster Approaches. Makes creepy abominations with unique abilities and treasure. Great jumping off point for GMs looking for something to engage players. Easy to adapt to any rules.
You know, the troll thing reminds me so much of the entire mess where so many DM's started introducing the half-Black Dragon Wartrolls in order to mess with people
Funny enough: a rot monster is not a terrible idea, you just have to telegraph it a bit, or otherwise alter its physical appearance to be noticeably and obviously different from a rust monster.
But is the Troll also weak to Acid? 🤔 A nice foreshadowing of a Rust Monster would be some partially corroded metals, such as weapons or armor. Or, if you wish to be real tricky, perhaps bars like those for a jail cell, or the metal over a door. I like to use a mix of Standard Monsters and Unique Monsters.
In the relatively near future, I intend to throw a monster from third edition called a boneyard at my players as highlighted by dungeon dad. This creature has a somewhat instant kill ability if it grapples you for long enough. My intention is to use this as a one-time monster. But how would you telegraph the danger? The plan is to essentially hide it behind a lesser boss, so other than saying that there's something more dangerous behind this door, I'm not really sure how to telegraph it. What would you do?
Thing is, all monsters can have a fresh take. The DM has to stop referring to them by their species, and use a detailed description. Don't say, "you see a ghoul". Instead, give a detailed description and keep the players wondering.
The high level fighter is training the goblins because the treasure is in a dungeon with 3 foot high ceilings!
Yes!
I think its vitally important to make an assortment of unique monsters when running a campaign for veteran players. This can be accomplished by reskinning classic monsters or using simple random tables for monster abilities. Discovering the fantasy setting is where most of the fun is!
I agree the fun is in discovery and using that knowledge.
so smart. I love a monster with a magic item that thwarts its weakness. great way to combine loot and story. it's not a random ring of fire resistance. it's the ring of the troll king. it's not a random headband of intellect. it's from that dude we thought was a lich but was actually just a normal skeleton. it's not a random belt of giant strength. it's the karate goblin's black belt.
I love the idea of a karate goblin, definitely stealing that
I’m definitely giving trolls abilities based on what magic items they’ve swallowed
Nice
Perhaps they have constant indigestion, to telegraph the effect (Acid Reflux/Fire Reflux)?
There's a Crocodile in the sewers with a magic bracelet of fire.
Can't wait for the PCs to hear about the "dragon" when they get back from their adventures.
In the campaign I'm currently running, vampires are going to play a role. I didn't want the players to get bored fighting against "stock" vampires, though. The way I'm handling it is all of the lore on how to deal with vampires is generally true, but it can also be false. Each individual vampire can possess unique quirks, abilities, strengths, and weaknesses. The players will be free to know "what works" against vampires and be able to prepare for them, but will also have to figure out each vampire's specific weakness.
Cool
Yes to this. I'm running a campaign with a lot of chimeras and chaos mutations created by the hidden baddies, so the players have become used to random abilities. That said, among a bunch of mooks sporting wierd legs, horns, claws, and pincers, it was the naked dude running around that really worried them ...
H ha, nice
I just had a multi-year 5e campaign end at the beginning of the year. Thr BBEG was a lich. We prob spent 3 sessions ringing around the land trying to gain information on it but to not avail. That lich had scrubbed its history clean. It first I was irritated because we had wasted all that time but using monster logic it made sense. In a land that heroes sprung up rather quickly (thanks 5e), a smart creature that wanted to stat alive would have to stat under the radar. So it made sense that this lich would go and try to erase its name from history as best it could.
I also run a lot of Dungeon World games and you can really have fun with unique monsters there. But the twist is that there is a lot of player agency you can use in making these monsters unique. I have a DW adventure I run at cons and it has a gelatinous cube the party has to figure out how to get around. I always say "you see this gelatinous cube coming at you, why is it not a good idea to touch it?" And l will point at a player and riff off their choice. I've gotten that it freezes people, it steals their souls and also that it will turn the character into another gelatinous cube. So the players have made this monster unique.
That DW example is so great, I do love. Good leading question - really I should do this more. Thanks!
The Goblin Chief is actually a reincarnated high level fighter. Training the Goblins so that he can kill the Druid who cursed him with this horrible Goblin body.
How about a Swamp Troll. Fire doesn't affect them because they are soaking wet but cold and acid can kill them.
Here's a sneaky one. An Illusionist of minute stature. You can hardly see him because of his size yet he can sneak around through some rat size tunnels all throughout the dungeon. Casting illusionary monsters in amongst the real ones and causing "fear" with ventriloquism, audible glamour, dancing lights, etc...
Throw in a "White" Black Pudding (yes they can be white instead of black) and see if your players can figure it out.
That’s all fine as long as you give reasons the players can figure out IMO - like the troll retreating into a pool of water and dunking down every time it is hit
I am 100% with you when it comes to playing "gotcha" games with PCs ("oh look, the troll is only hurt by cold!"). There should be some rhyme and reason to changing things. For example, I had trolls working for the temple of elemental evil - Fire. They were all branded with a sigil that made them immune to fire damage (not acid). PCs figured out pretty fast what the puzzle was. But I also didnt "Get them".
Indeed
Normally instead of unique monsters I like more to use the "wrong" monster to incentivize investigation.
For example: Villagers might be talking about werewolves so the players start searching for silver and suspecting everyone in the village as posible monsters. But Worgs are not weak to silver nor able to change into human shape.
Another example: An ogre has claimed a bridge and now is extorting people to use it. If the players just go there to fight the "ogre" they will find out very quick once it starts regenerating that that thing is a troll.
Or my favourite: For a long time in a campaign that died out I described a lot of times a "tall brown skinned elf with white hair who flows on the wind even when it's indoors" npc who used magic to change size, turn invisible or fly. I don't think anyone ever figured out that it was a Janni.
Nice
You really touch on the "Monster and Treasure assortment" feel, with a very welcome updated monster logic.
Great video!
Thank You!
Even after 40yrs of DM'ing -- you can still f' this up -- used two Illithids on six advanced level 7-9 -- characters -- and ALMOST TPK'd.. because of the ignorance factor.. me forgetting how powerful AD&D Illithids really are and they for not having that base line..
Indeed
Monsters forming interesting alliances can be fun. What would cover for the weaknesses or augment their strengths? It can breathe fire? What if it had an ally that sprayed flammable oil? It shoots spikes? Maybe a helper knocks down or immobilizes them so they are easier to hit?
Nice!
I had a troll that had an orc head and a goblin head surgically attached to it by scro mad scientsts. The stats were all the same but they argued with each other
Nice!
Thanks for the vid as usual Daniel.
I almost never use a monster straight out of the books.
Firstly I want the players to be cautious and uncertain. This is for the same reason the GG suggested that players should never read the DMG and MM - they shouldn't automatically know how to "solve" each monster without acquiring the experience(s) from encountering them in a given campaign setting. What GG did not address was the human reality that if the MM and DM Guide are out there , Players WILL read them.
I do , however , keep whatever changes I make to them (generally) consistent throughout a campaign unless there is a rational world-based reason to change them , so the players will be able to learn and adapt.
Secondly I use a very numerically crunched system ( limit PCs to 6 XP Levels , and limited Hit Points ) so I also keep Monster Hit Points/HD constrained ( low ) .
A Warrior ( Fighter) PC with max CON bonus can get only 8 HP at level 1 , and a max gain of +1 Hit Point Increase per XP Level , for a Max Hit Point total of 13 (EVER!) !
My biggest monster can have no more than 36 Hit Points ( 6HD ) , so this means I have to be imaginative about how to make Monsters dangerous and deadly outside of simply piling on the Hit Points.
One simply has to look at how exactly a DM ( Monsters ) can affect PCs.
Hit Points , XP Levels , Attribute Scores , Conditions ( Stunned , Fatigue , Hungry , Hypothermia , Poison , Phobias , Disease , Give and take of possessions , specific vulnerabilities , old rivals , old enemies , etc etc).
It seems to work well.
Sounds awesome - how do you handle damage?
I love a good "Gotcha Monster"... However, I can't really recall ever using one, not even a mimic (that's only a borderline Gotcha monster, however).
You know what my favorite is, though? Adherers. I have always wanted to use an adherer. Just that moment they stumble upon what they think is a mummy and, nope, their weapons stick to it... Even better, an adherer with mummies.
Maybe some day.
Oh man! Those are weird - maybe Telegraph it by having an axe stuck to one of them
@@BanditsKeep That's pretty great because a weapon already stuck in an undead crypt guardian totally makes sense...
I just gotta remember now to preemptively never describe a regular Mummy with weapons lodged in its body.
@@dontyodelsohard2456 that's the trick right there😅
All my dragons and boss monsters are unique. They still know the common general things about dragons like reds breathes fire and blues are immune to lightning BUT they don't expect that the red has an iron golem it constantly breathes on and centers fire spells on as they fight the party. They are not sure how any dragon is going to fight them cause some use the treasures they've collected. Another will ambush and flee, constantly doing flyby attacks and never truly confronting them. It's fun and they really cheer when they finally take down a dragon.
Sounds awesome
@BanditsKeep it's sometimes clunky and aggravates some in the moment but by the end everyone is happy
Not necessarily for something small like a one shot, but in most dungeons or adventures of significant size I will have 1-3 unique or novelty monsters, added in along side the standard ones, just so that I don't fall into the trap of having the same few enemies show up over and over. This fallows the same pattern as most of the classic adventure modules, which typically all had new monsters not found anywhere else (at least at the time).
For sure
I cut my teeth in 3rd edition, so naturally I love making custom monsters (sadly 5th has few if any templates). I agree that too many "gotcha" monsters will quickly start to annoy the players.
Cool, does 3e lean into that in general or are there specific supplements for monster customization? I have no experience with 3e. Sounds like a good resource though
Very solid advice
Thank You!
Mork Borg has a good random monster generator call The Monster Approaches. Makes creepy abominations with unique abilities and treasure. Great jumping off point for GMs looking for something to engage players. Easy to adapt to any rules.
Cool
Sounds good.
Thanks
You know, the troll thing reminds me so much of the entire mess where so many DM's started introducing the half-Black Dragon Wartrolls in order to mess with people
Indeed
Good video as always. Thanks!
Thanks!
Funny enough: a rot monster is not a terrible idea, you just have to telegraph it a bit, or otherwise alter its physical appearance to be noticeably and obviously different from a rust monster.
Right, it just shouldn’t look like the rust monster IMO
Great video!
Thanks!
Would like to check out those shirts.
Do you have a link for Austria, please?
Looks like Amazon Australia doesn’t have them - but my Teespring shop I believe should work - bandits-keep.creator-spring.com
But is the Troll also weak to Acid? 🤔
A nice foreshadowing of a Rust Monster would be some partially corroded metals, such as weapons or armor.
Or, if you wish to be real tricky, perhaps bars like those for a jail cell, or the metal over a door.
I like to use a mix of Standard Monsters and Unique Monsters.
Nice
In the relatively near future, I intend to throw a monster from third edition called a boneyard at my players as highlighted by dungeon dad. This creature has a somewhat instant kill ability if it grapples you for long enough. My intention is to use this as a one-time monster. But how would you telegraph the danger? The plan is to essentially hide it behind a lesser boss, so other than saying that there's something more dangerous behind this door, I'm not really sure how to telegraph it. What would you do?
Give them a guide, or an npc/retainer/horse to get grabbed up and show them.
If they have retainers have the monster attack them first. If not, rumors, or possibly many bones lying about would be my first inclination
LOOK AT THE BONES!
Thing is, all monsters can have a fresh take. The DM has to stop referring to them by their species, and use a detailed description. Don't say, "you see a ghoul". Instead, give a detailed description and keep the players wondering.
Indeed