Today’s monster is special because it doesn’t exist. Or, rather, they don’t exist. They’re not in any rulebook, there’s no official mini for them, and as far as I know they aren’t even in a D&D video game. Because of this I can’t give you a second-paragraph description of the monster and how the designers intend it. Instead we go right into story time.
We like miniatures in our local gaming circle. We’re of the opinion that anything can be a miniature as long as it does the job a miniature does, which is to give a visual reference to everybody at the table. During our campaigns we’ve used action figures as giants, an upside-down glass as a Leever, a crab souvenir as a literal giant enemy crab, and an actual My Little Pony toy as the evil homebrew pony Sprinkle Gore. We especially like stealing miniatures from other games as long as they’re of an appropriate size, and at any given time I’m only a few inches away from springing for the Doom board game and convincing somebody to paint the miniatures so I can run some one-shots. We don’t care what an object’s origin is as long as we can use it.
At once point our FLGS owner liquidated the stock from some defunct miniatures games and essentially dropped several handfuls of weird miniatures in my lap. Some are very close to D&D, like the barbarian wielding a bone club, and some are not, like the screaming pillar made of worms or the most perfect mini for a Super Metroid space pirate you will ever see. Among this pile of strange was a set of the Knight of Autumn Gate minis from Dreamblade, large-sized people in dark armor with flaming swords and grinning pumpkin faces. I love Halloween and just about everything that goes with it, so I immediately set to finding a way to use them.
Boy did I. Those pumpkin-head minis have found their way into just about every campaign I’ve run since. Sometimes they’re just an ogre with a flaming sword, but more often they’re actual pumpkins of some variety. The first time was in the Tower Campaign where each floor of the tower was its own demiplane and the whole thing was curated by a set of, essentially, DMs. We often have an abbreviated player roster during summer months in a college town, and I decided to run a gaiden, a side story concurrent with but separate from the proper plot. In it, the pumpkins were rejected creatures from a Halloween-based floor who wanted to get back at the players who no longer had to fight them. The party fought their way through six of them (well, they fought five and befriended a sixth, because my players consider any plan of mine a challenge to them and they knew forcing me to use the same miniature for both an ally and an enemy at once would cause me physical distress) before making it to the arc villain, which meant I got more leverage out of that mini than I have from most.
Most recently they acted as guards in a prison made of glass and agate. I found a good picture of a tower with a strong Halloween motif, and when I showed it to the players, this exchange occurred:
Me: When you come over the hill, you see this.
Player 1: Neat.
Player 2: But it’s not even Halloween.
Player 3: Why is this a pumpkin tower if it’s not Halloween?
Me: Because I wanted to use the pumpkin minis.
Player 3: Yeah that’s fair.
The lesson here is the same as with the kruthik but stronger (take a much larger sip from that same beverage, which I assume you’ve kept handy for a week). Just as reskinning a creature but keeping the stats works, it works to keep just the look and change all the stats. Heck, that’s basically the entire design philosophy behind our Saturday campaign.
I will admit I’m not the first person to have this idea. Almost ten years ago to the day, Wizards posted an article about adapting Dreamblade minis to D&D, including a picture of the exact miniature I have. It should be noted that the article was published about eight months after Dreamblade came out and about six months before Wizards shut the line down, so I have to assume their motives were not entirely creative.
I still had to decide what their real-world inspiration was, and it wasn’t long before I settled on Russian. It fit geographically because I didn’t want them to share any borders with human, elven, or dwarven lands. It fit culturally given the importance of religion in historical Russia, as least as far as I researched it. It fit economically with power, wealth, and population focused more in the west, near the other countries, and less in the east. Perhaps most importantly, it was an accent I could do. With that connection we built it up more and more, keeping in mind the orcish base and the needs of our campaign setting, into the hybrid we have today.
Nerras are a race of mirror-people from the rarely-used Plane of Mirrors. They’re smooth, glasslike, almost-featureless humanoids with a ludicrous amount of elemental resistances, laughably inflated level adjustments, and spell resistance that reflects spells back on their caster. They can teleport using reflective surfaces, they have glass weapons, and basically everything they do has “mirror” in it somewhere because culture is hard. They’re supposed to be insistently neutral in alignment, but they tend toward voyeurism, kidnapping, arrogance, and sometimes massive interplanar invasions, so take that with a grain of salt.
The first monstrous PC I ever saw was a minotaur, but that’s not my story to tell. I can tell you about Kulgrim of the Held Fist, the first NPC in the Unnamed Monster Campaign, where the players were all monstrous PCs. The party was tasked with killing a minotaur who had been terrorizing the locals. When they found that minotaur, he was meditating under a waterfall. After a very short period of confusion, he agreed to help the players kill the real culprits, and that set the stage for an entire campaign about being the good guys when you look like the bad guys.
Lolth-Touched creatures are people and monsters given power by Lolth, goddess of drow and spiders and best friend to every author who couldn’t think of a more interesting villain in Faerûn. Her blessing makes them better in melee (curious for a deity whose favored race hates melee combat, but whatever), gives them a few cute but mostly trivial buffs, and makes them evil. Because it’s a template, there’s not a lot of additional story here. Lolth like thing, thing get stronger.
Scientivores were creatures that ate knowledge, in the same way that herbivores eat herbs and carnivores eat
In the Eight Arms and the Shadow Invasion, the players started off the campaign fighting shadow creatures, began fighting light creatures in Act 2, and ended up in a three-way free-for-all against both factions. The light-based enemies were shored up by jyoti, who brought a martial aspect to the fight without blinding everybody, enemy or ally, nearby. They were a decent CR for the party, such that the players could fight three or four of them at once in an ostensibly balanced encounter, and they were close enough to harpies and other winged creatures that I could use the minis I had on hand for them. They fit perfectly.
Enter Eligio, ice elemental warrior with a Wisdom of 4, who believed anything and everything you said to him. When he fought alongside the party and defeated the villain on that floor of the tower, he gained a level and sufficient will to ascend it himself. He showed up a few times from then on, usually allied with the party, and though he joined their enemies late in the campaign he died off-camera before they could fight him. Eligio became such an endearing character that he also showed up a few times in Delve Night, our
My intention in the first Zelda campaign was to have a villain who was not Ganon. I thought a group of mid-level players wouldn’t be powerful enough to fight the actual Ganon, and I thought a different villain would lead to a more interesting story. Over the course of the campaign I realized how much the players really, really wanted to fight Ganon anyway, but I wavered on it because didn’t fit what I was doing. Come the final session, the final boss turned out to be really underwhelming and she largely went down without too much of a fight. The campaign wasn’t ending on a good note, and we still had some time left in our gaming block. In a pinch, I flipped through the books real quick to find a creature who kind of fit Ganon’s build, wasn’t too complicated, and sat at an appropriate final boss CR. The hezrou fit the bill, so I reskinned his stench as an aura of evil, the same thing that prevented the player from targeting him in Ocarina of Time.
I’d like to say this taught my players a valuable lesson about asking the questions to which they want answers instead of asking something similar and assuming other people understand their meaning, but that’s not even a little true. It also did not teach the players not to go to the grodair for help. Because they spent the campaign apart from any sort of information network and without a means to call for help, I gave them an NPC sage who could answer questions about monsters for them. Because the NPC was helpful, they immediately assumed it was an enemy plant, even though they didn’t assume that about anybody else who was assisting them. Instead they opted to deal with the insufferable fish rather than the NPC who wanted to help because the fish was exactly frustrating enough to be trustworthy.