K is for Kruthiks, Who Ate All the Words

Monsters work their way into our hearts in tons of ways. Some have art that grabs you immediately, some fill a niche you need in a campaign, some fight players in epic battles, and some have a tiny throwaway line in their monster entry that justifies the whole thing. But even with all that, I think these monsters made it to the list somewhat uniquely.

Kruthiks are reptiles, but you’d be forgiven for thinking they’re insects or weird chitinous dogs with spider legs. They best analogy I have is that they’re low-level Zergs. They happen in swarms, they’re startlingly fast, they can burrow, and the bigger ones even spit acid. I think they were first published in the catch-all Minatures Handbook, which seemed to contain monsters and classes Wizards wanted to make into miniatures but couldn’t because they hadn’t published them yet. They were justifiably forgettable until they were included in the 4E Monster Manual, where they got a little bit of lore that made them acceptable minions for a low-level villain or antagonists in a short adventure.

I didn’t care about kruthiks, at all. They didn’t seem fun, they didn’t seem unique, and I played Protoss anyway. I did collect D&D’s randomized miniatures, and while I didn’t want kruthiks I could use them as stand-ins for other things. One day I looked at my collection and realized I had six small kruthiks, three medium ones, and a large. I figured I might as well do something with them. At that time my campaign was already nearing epic levels, so the bottom-tier kruthiks didn’t appeal to me. But I could take how they looked, strip out the stat block, and use them an inspiration for something decent (so take a drink of a different beverage, I guess).

Scientivores were creatures that ate knowledge, in the same way that herbivores eat herbs and carnivores eat carnivals meat. I don’t know why I settled on scientivore instead of cognotivores or librivores, but that’s not important. The players met them in a demiplane made entirely of library, and the scientivores were slowly consuming the entire dimension. Unlike most monsters they weren’t a threat to the players or their allies directly, but defeating them was the mission the party had to accomplish, and nobody wanted to find out what would happen if they ate all the books and realized there was information in brains too.

They worked well, not least because of 4E’s excellent minion mechanic. They could swarm the party while still being a threat in a way monsters normally can’t. The first time they attacked, the players got a map of the area and five rounds’ warning so they could shore up and build their defense. The scientivores smashed open doors, burrowed through walls, and worked the party into a corner before reinforcements arrived (which, in retrospect, may have included Eligio). After the party fought them off, they developed a plan to destroy the entire hive at once, and that’s how we got this story.

The way they fell is still one of our favorite stories, but that only worked because they were viable enemies even before they first came onto camera. I still didn’t run a kruthik proper, and I probably never will, but without the creature and its miniatures we might not have had a library at all, and I’m pretty sure that ended up being one of my players’ favorite floors in that campaign.

Posted in Events | Tagged | 1 Comment

J is for Jyoti, Light-Spitting Birds

J is hard. Fewer monsters begin with J than with B, and I wrote about how rough that was. The issue again is in which monsters I’ve used; I’ve dealt with juggernauts a few times, and I love the jahi even though its CR must have been determined by rolling a d20 and publishing the result, and one day I’m going to have a joystealer as a campaign villain. But I’ve only properly used one J creature in the last ten years.

Jyoti are humanoid vultures from the Positive Energy Plane who love light. They hate undead and shadow creatures, traditional enemies of PCs, but that is as far as they go toward being reasonable creatures with whom characters can ally. Their Bestiary 2 entry takes great pains to describe how easily offended they are, how they’ll attack anybody with even the slightest provocation lest they be attacked themselves, and how they destroy any artifacts or followers of gods whenever they get the chance. Though they wield positive energy, they do it in a way that cannot possibly heal themselves or their allies. Their biggest enemies are sceaduinar, monsters with a lower CR, which gives me the impression that all else equal they’d rather punch down than fight a worthy foe. If they were more popular they’d be the poster child for the trope Light is Not Good, but as it is they’re not even mentioned in the Pathfinder section of that page even though three other creatures from the same book are, so it’s fair to say they’re pretty obscure.

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.

But what made them fun was taking their hatred of shadows and undead up to eleven. They gave the players passage to the Plane of Shadow, but only because the players said they wanted to stop the flow of shadow creatures at its source. They did require that the players meet their exacting standards for allies, and one of those was “don’t be undead”. This would normally not be a problem except that the party included one particularly handsome necromancer. By his agreement with them, he was blocked from using most of his undead allies for the entire Plane of Shadow section of the campaign.

This is where the jyoti became worthwhile, in that they were the foil for a specific character and his powers. They forced him to work with a limited resource set, stuck only with his spells and the undead he could summon instead of call from slightly off-screen. At the same time, meeting them foreshadowed fighting them, especially in their attacks that could obliterate his minions without trouble. I used the jyoti exactly as they are in the book, but presented them so they were an interesting threat. Because of how I introduced them and how they interacted with the characters, I got to show off how they could attack the party in means besides hit points, and they rubbed the party the wrong way so the inevitable fight against them served as a payoff. By that time the players were prepared for their attacks, and they got to be big smart heroes fighting the good jerks.

Yes, this was the same campaign in which the players fought angels, why do you ask?

Posted in Events | Tagged , | Comments Off on J is for Jyoti, Light-Spitting Birds

I is for Ice Archon, Dim, as a Lark

Everybody has their favorite creatures, and I find the longer you play D&D the more favorite creatures you have. Some combination of the mechanics, the backstory, the art, and all the bits of a monsters tickle you in some way, and you learn everything you can about that monster and seek out ways to use it, especially ift’s it’s a monster everybody else rapidly forgot. A few of my favorite monsters made the cut this month, and I’m glad this one did because it factored into a campaign through no fault of my own.

In 4E, elemental is primordial is chaos is evil. Elementals, the creatures, are still exactly as ethical as their component parts, but elemental energy itself is a holdover from when the primordials fought the gods long before the time of the loosely-defined campaign setting. Among the solders of the elemental armies were archons, faceless, legless creatures who harness their own elemental energy to fight against the enemy immortals. They come in every elemental flavor, and they tend to exist in the paragon tier where characters are dipping their toes into multiverse adventuring.

I love archons. I love how they come in a million different varieties, from the fire and frost archons in the first Monster Manual to the crystal and slime archons to which the books allude. I love how they’re willing to work together toward common goals, so you can mix and match them however you want without worrying about infighting or how easily the players prepare for an all-lightning-damage adventure. I love their power level, right when 4E gets interesting but before campaigns are all gods and dragons. I love their miniatures, translucent plastic in exactly the style my mother likes. I love how they don’t have faces, because I’ve always liked faceless things for a weird psychological reason I choose not to explore. They’re just fun, and I wish I’ve ever in my life had the opportunity to play one.

But we’ve really only used one archon in a meaningful way in our campaigns. In the Great Tower of Oldechi, the players met two ice archons. This was after I had decided to apply real-world accents and language to D&D races, in which elves were French and dwarves were Scottish, etc. Archons spoke Primordial, and the players asked what language that was. I shrugged and said “I don’t know, Italian?”. The archons gained an Italian accent (that is, because I don’t have a good Italian accent, they sounded a lot like Mario), and they prepared to fight the party. Byut the players had a bard who functioned as an avatar of chaos largely because his player did, and through conversational calisthenics and lucky rolls he convinced the archons to fight to the death. During the battle he began cheering for the one who was winning, and after it killed its friend, the bard healed it and convinced it to join the team.

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 blackjack-and-hookers version of D&D encounters. In one fight he grew in size and power every time the players killed him, and he actually killed them all before he reached his final form. The second time he went the other way, from Eligio, Ice Titan to Eligio, Deeply Screwed Ice Elemental.

He remains one of the more memorable and interesting parts of both campaigns, and the players liked both working with him and punching him in his smooth, featureless face. We remember him now for being unlucky and overly trusting, but endearing and a steadfast ally as long as nobody convinces him otherwise. His key trait remains his gullibility, which began as a one-off gag to reward a player for a fun idea. He’s nothing like the serious, militaristic archons of the books, and that’s what made him fun (take a drink). It’s a shame archons don’t exist in any other edition, but 4E is the only place where elementals could be unified against a common foe. I mean, unless the DM creates a common foe…

Posted in Events | Tagged , | Comments Off on I is for Ice Archon, Dim, as a Lark

H is for Hezrou, Prince of the Dark

I went back and forth several times on what to do for H because I had two good candidates, both evil outsiders and both campaign villains in different ways. I settled on this one because while I did something interesting with the horned devil’s background, in the campaign’s story he was pretty much just a horned devil. My hero definitely was not.

A hezrou is a mid-level demon, something like a large, martial version of a frog. Calling it a giant evil Battletoad would not be the least apt comparison. They’re smart but not ambitiously so, and they’re straightforward in combat: toss a spell perhaps, wade into melee, claw, grab, deal damage during grab, repeat until combat ends. Their signature power, and the only thing that keeps them from essentially being D&D’s version of Brock Lesnar, is their stench. It’s either an aura or a grapple effect depending on which edition you use, and it nauseates its victims. Nausea is one of D&D’s scarier status ailments because it prevent you from attacking, casting spells, or doing any similarly profitable action, so a hezrou can turn a combat on a dime if the right character succumbs to his stench.

The hezrou ticks most of the boxes in my “Reasons Not to Use a D&D Monster” list:

☑ Too simple; just does one thing
☐ Too complicated; forty-seven spell-like abilities
☑ No interesting backstory or setting
☑ No goals besides “eat players”; hard to put into stories
☑ Works best as part of a whole, or needs a support system
☑ Power that prevents player action or agency
☑ Power that can win or lose the fight on a lucky or unlucky save
☐ Obviously badly designed; non-functional as written
☐ It’s, like, super popular in Forgotten Realms
☐ So much blood

But when I did use the hezrou, it wasn’t because I thought it was a good idea. It was out of desperation.

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.

It worked out, mostly because we ignored everything about the hezrou itself and just used its stat block (take a drink). The players who lived liked the final battle and they got to go home knowing they had defeated true evil instead of just a bunch of guys. I immediately went and screwed up that ending by trying to close out a plot about which the players didn’t care, but for a brief moment things were great.

Posted in Events | Tagged , | Comments Off on H is for Hezrou, Prince of the Dark

G is for Grodair, Backstory’s Mouthpiece

Let’s compliment a story about a creature I made from scratch with a story about a creature I used exactly from the book. Exactly.

The grodair has a few similarities to the death slaad. They’re both owned by their respective companies, they’re both weirdly extraplanar but tend to hang out on the Material Plane, and my spellcheck hates both with a burning passion. But the grodair is significantly lower-level. It’s a tentacle-fish that can absorb water and release it at some opportune later time, allowing it to make a small home wherever it wants or slightly inconvenience opponents by making the ground muddy. It’s not actually that interesting in combat, but it does have this gem in its creature description:

A grodair is intelligent, but extremely absentminded and careless. Its memory is poor, and it has difficulty remembering things it was told even 5 minutes prior—though it can recall some events of the distant past with perfect (and often frustrating) clarity.

I introduced a grodair named Pechora to my players during their ocean-traveling campaign, where an NPC warily described it as a fish he knew who could act as a guide. The players assumed it was going to be like the map fish from The Legend of Zelda: The Wind Waker. Instead they got conversations like this:

Player: Alright, we need to find the cave where the monster is hiding. Pechora, do you know about the cave?
Grodair: What cave?
Player: The one where the monster is.
Grodair: What monster?
Player: The demon we’re tracking.
Grodair: What about it?
Player: Where is it hiding?
Grodair: Where is what hiding?
Player: Pechora. Do you know about the cave at which we can find the monster who has been attacking boats?
Grodair: Yes. We had a conversation at his cave one hundred twenty years ago, on a sunny Thursday.
Player: Great, finally. Where is it?
Grodair: Where’s what?

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.

I mean, at the time, they were right, and the sage was an enemy plant. But the myth arc has since changed, and I retconned the NPC into a decent and upstanding guy, so who’s unreasonable now?

The moral of the story is that any one element of a monster, taken up to eleven, can make it memorable. It’s kind of the inverse of the death slaad, where one trait turned down to zero does the same thing. The grodair’s combat stats were completely irrelevant, and it could have been literally any person or creature with the same trait (take a drink). All that mattered was the little seed of “long-lived, absent-minded eidetic” to give the players an ally they regretted for years to come.

Posted in Events | Tagged | Comments Off on G is for Grodair, Backstory’s Mouthpiece

F is for Fire Bats (Well, Fire Keese)

F is also a surprisingly hard letter. Few creatures begin with F except those who do it by virtue of having some modifying word: flesh golems, frost worms, forest drakes, etc. I’ve really only used one F creature, and even then only once, and even then I didn’t use the creature exactly as intended, but it’s the closest I have.

Given that fire is one of the building blocks of the universe, it’s no surprise how many creature have “fire” or “flame” in their name: elementals, giants, mephits, skeletons, snakes, and that’s just off the top of my head. Usually “fire” indicates an escalation from the original creature. Not only does it deal fire damage, usually in addition to its normal attacks, and not only is it resistant to the most popular damage type players have, but a fire creature is often stronger and tougher than their base. This is the case with fire bats, which are basically bats that have a hard time hiding in caves but are a much bigger threat to low-level parties. Bats already have a bit of a reputation among gamers, so hitting them with one that doesn’t go down in one hit is a quick path to a table flip.

But I ran a Zelda campaign, so I had to include their bat equivalent, keese. And since keese were one-hitpoint minions, I could throw them in pretty much at any level as a way to annoy my players whenever they showed up late for game too often. We also had an escalation of that mechanic, which we called super-minions: creatures who became bloodied after one hit and died after a second. It meant they weren’t completely invalidated by any persistent or automatic damage, but never so serious that they were a real threat except in the context of the monsters they accompanied. Fire bats, or here fire keese, were super-minions. If they took damage or hit an opponent, they lost their flame, and almost any damage dealt to a flameless keese killed it. The exception was fire damage, which healed them back up to full hit points (which, to be fair, was 2).

Players usually hate it when enemies heal themselves. Not here. They loved the keese’s mechanic, and they immediately assumed they would have the same problem with cold damage because that’s what happened in the games (“Sure,” I shrugged, “why not?”). The keese themselves were smart enough to hit and run, bonking a player and retreating to the safety of a nearby torch or pool of lava. Even later in the campaign, when they players fought normal keese again, they tried to avoid dealing fire damage to them, and I ran with it. A lot of that campaign was about mimicking the feel of the video games, and you can’t buy that kind of player investment.

The reason I’m reluctant to include fire keese in this month’s festivities is because I made them up whole cloth. They’re not a reskin of anything in D&D, and I don’t even think I looked at the official bat’s statistics when I made mine. They’re just a creature with an interesting concept that challenged the players as much as the characters, especially the party tank who loved setting people and things on fire. The thing that nudged me over the edge is the story of the time two keese were fluttering around, trying to figure out how to attack the party, and one said to the other “let’s set ourselves on fire and double our hit points”. My players and I have a soft spot for that kind of lampshade.

Posted in Events | Tagged , | Comments Off on F is for Fire Bats (Well, Fire Keese)

E is for Earth Elemental, Disguised

So far this month has been all about monsters I created and ran as a DM, and most of the rest of the month will be too. But every once in a while I get the opportunity to develop a creature in somebody else’s campaign, and anybody foolish enough to give me some creative freedom, intentionally or through inaction, soon discovers their mistake. Nothing of this sort has contributed to our gaming meta more than our friend the earth elemental luchador.

Earth elementals are rocks that think and move. I wish I had more to say here, but that’s largely it. Elementals are creatures made of the building blocks of existence, and because actual philosophy is hard, D&D assumes (to varying degrees based on the context, edition, author, and needs of the game) that the building blocks of existence are the classical elements: earth, fire, wind, and water. Elementals are these elements given life, and they don’t want too much more than the elements themselves do. They often have no real personality, and they exist more as things for players to summon and as Inner Plane random encounters than as a deep and entertaining part of the setting.

Some years ago, we started a campaign in which my character in the party was fully convinced he was the hero of a shounen anime. He interpreted the world through episodes and arcs, he called people by their much more awesome shounen names (“Hey, Red Angel!” “My name is Linda.”), and he did the session writeup after each week in his own unnecessarily hyperbolic narrative style. One of my fellow players ran a much more down-to-earth elderly druid. Instead of a typical animal companion he had an elemental companion, a humanoid, human-sized earth elemental. In one of our early combats, the elemental popped out of the ground, did some fighting, and disappeared. My character, I imagine with stars in his eyes, assumed he was a super hero with a mysterious identity.

He dubbed the stranger “Señor Risco”, and to be honest I have no idea why. I vaguely recalled that “risco” was Portuguese for “rock”, and earth elementals spoke Portuguese because of some one-off gag from a previous session. A quick check now proves that’s nowhere near the correct translation, but whatever, the name stuck. We got Señor Risco a luchador’s mask, then realized he could not earth glide with the mask on, so he followed the party mostly hidden with only his head sticking out of the ground. From there the jokes kept piling on and he became something like a member of the party, perhaps even more than the cohort who was doing all of our healing. When the campaign ended he was thirty feet tell and he had taken the feats he needed to perform tag team maneuvers, which were mostly picking up the slowest members of the party and throwing them to (at) their enemies.

What I like most about this is that earth elementals are typically slow, lumbering, unimaginative, and phenomenally stupid. We didn’t care. The idea was good enough that we were willing to forget the specifics of what an earth elemental should be and replace them with what we wanted it to be. In combat he was still strong but slow, and he never really had any skills, but narratively he was a nimble, valiant athlete who survived longer than even the character who named him. “Earth elemental” wasn’t the end state of the creature, it was the template on which we built. That’s kind of what all creatures should be.

Señor Risco actually made an appearance in our current campaign settings, so he’s a canonical ally of the Eight Arms. Now he’s an actual luchador, who wrestles in a ring and cuts promos on his opponents and everything. He speaks Ukranian, and his name still makes no sense.

Posted in Events | Tagged , | Comments Off on E is for Earth Elemental, Disguised

D is for Death Slaad, with Sternness Despised

I’m always impressed by how serendipitously these posts come together, like how last year we happened to have two characters from the same campaign, but polar opposites, at adjacent letters. You’d think I planned it that way. Today is one of those times. While yesterday was about a highly mutable creature which a name that calls forth different concepts in a variety of fields, today is about a creature that means one and only one incredibly specific thing.

Slaads are a race of froglike creatures, avatars of chaos who propagate via egg implantation or disease. As they age and gain power, they change color and gain new abilities not unlike a Pokemon. In general, red slaad are the weakest, followed by blue, green, gray, and death, which is technically not a color but sure feels like a capstone, doesn’t it? White and black slaads exist at epic levels but aren’t relevant to this post. If you haven’t played a lot of D&D and you don’t recognize slaad, that’s because they’re propriety creatures of Wizards of the Coast. Like mind flayers and beholders, they’re not in other systems because they can’t be. They’re not taken from an existing mythology, their name doesn’t mean anything interesting, and even autocorrect keeps wanting to change this post to “D is for Death Salad”.

Death slaads in particular love killing, and they come from the days when powerful outsiders had a huge list of spell-like abilities at hand to accomplish whatever they wanted. They rule by fear, and that’s pretty much all we know about their society from the Monster Manual. I get the impression that they’re supposed to be serious threats, a top-tier villain for a mid-level campaign where they players have been fighting other slaads for months. But it’s impressive how much a monster changes when you tweak just one kittle part of their description. So I thought, let’s keep the death slaad as powerful, intelligent, vicious, and capable. Let’s just make it the opposite of serious.

The Portalator was a shopkeeper who managed portals to various other planes and places within them. I think he was in the Abyss, and he came up when the party wanted to work their way to a demon prince who had been harassing them and give him what for. He was forward, personable, and maybe ever so slightly incredibly camp. From the very first word he uttered, he was clearly not a typical slaad and became unique enough for the players to recognize and dread him from them on. He turned against the party for reasons I honestly don’t fully remember, and at the end of the campaign’s second arc he managed to kill the cleric with a save-or-die right after she used one against his team. They got their revenge against him in the third arc…I think. I’m not sure they ever found the body.

Hm.

Anyway, I think this was the first in a long, long line of affably evil characters. D&D has this assumption that monsters should be taken at face value: anything that can kill you probably wants to, it probably doesn’t want anything more, and it probably doesn’t have much personality behind that which it displays in combat (or in encounters and setting design on their way to combat). I reject this impression as a rule, and I try to give a meaningful personality to every meaningful character. If I’m making a villain mustache-twistingly evil, that’s an intentional choice, not the default for everything that rolls initiative. But everything that’s going to get some screen time deserves some sort of character trait, and tweaking just one or two parts of a monster’s description often gives you something fruitful.

Posted in Events | Tagged | Comments Off on D is for Death Slaad, with Sternness Despised

C is for Chimera (Three out of Five)

I think we take certain D&D creatures for granted. We know there are several monsters borrowed from Greek mythology, like minotaurs and sphinxes, and it’s somewhat common knowledge that golems come from Jewish folklore, and so on. But we’re often so caught up in the D&D versions of things that we don’t consider how they work outside the game. It’s rare for gamers to use the word “elfin” for anything that does not directly relate to elves, or “infernal” to relate to a single, very specific inferno. Did you know that to the average person, “aegis” and “paladin” are words used so rarely they might as well be mythical? I know, it’s nuts. And that’s exactly where I went when I started looking at the chimera.

In D&D a chimera is half-goat, half-lion, with three heads: a great cat, a goat, and a chromatic dragon of some persuasion. It has wings, it breathes fire or something, and it’s generally a mishmash of a bunch of other monsters. Various books modify this formula by switching out some of the heads for other animals, and there’s even a chimeric template in the 3E Monster Manual 2 or, as I like to call it, the Book of Bad Decisions. That template is basically “add a goat head, a dragon head, and wings to a natural animal”, so it’s pretty safe to say the base chimera is pretty canonical as far as D&D is concerned.

But try Googling “chimera”, right now. Even though our first thought is the chimera creature, the first link is about a genetic chimerism. But that’s actually the third type of chimera you find in the definition:

  1. The monster, which isn’t even the version D&D uses
  2. Any combination of creatures
  3. A fantasy
  4. The genetic chimera
  5. A very specific fish

When I was working on the second Zelda campaign, I decided one of the themes was going to be animals, not least because I had found a series of really neat pictures of pseudo-magical creatures I could leverage. The players met spirits, each of which took the form of an animal, and allied with them to gain magical powers. When it came time to design the actual plot of the campaign, I decided they should have a leader the players could help. I didn’t want something simple like “lion, king of beasts”, I wanted something that represented as many animals as possible. I remembered chimera, the word more than the actual creature, and I found a picture that looked like a regal somebody with a motley combination of animal parts so we could have our version of Princess Zelda.

But along the way, I also took inspiration from the D&D chimera in that it was the spirit the final boss was using. Properly, he had gotten the power of the chimera spirit and given it to his allies, so his lieutenants were a lion, a ram, and a lizard/snake thing. When he failed to get the spirit leader’s power, he took the chimera power back, and the final boss was a standard D&D chimera, but a huge one with a snake tail and epic-level abilities.

Of course, this was a video game campaign, so he was always going to lose and his plan was always going to fail. The plan itself was a chimera, meaning a fantasy, born of his delusions of grandeur and his insistence that he deserved to succeed. So we had a villain whose plan to use the power of a chimera (definition 1) to gain the power of a chimera (definition 2) was a chimera (definition 3), all a twist on a stock D&D creature born out of a little research into what its name actually represented

I could have tried this all over the place, and I imagine I know an etymologist or two who are already thinking about it. For example, think of a draconian society ostensibly ruled by dragons but actually managed by a vampire (Dracula). Or consider the lamia, which has four different versions in mythology, none of which are the lamia in D&D. What if there are different types of lamia, all looking like different monsters with different agendas, but they’re actually working together to advance lamia-kind? Most monsters have a basis somewhere, in some mythology or fiction, and it’s surprisingly fruitful to look at one and ask “what is this creature, really, and how can I make it interesting?”

Posted in Events | Tagged , | Comments Off on C is for Chimera (Three out of Five)

B is for Brains, Who Walk, Still Alive

When I started on the list of monsters for this month, I expected to hit snags on certain letters. I had ideas for Q and X, but J? Y? I anticipating having trouble with the smaller sets of monsters. I did not expect to have trouble with B. It is with some regret that I admit I have never had my players fight a baleen whale. I ended up going through several monster manuals before I realized I was thinking too specifically. My players have never dealt with a brain ooze or a brain golem specifically, but they have fought a lot of brains.

Brains appear a surprisingly high amount as D&D monsters. I’ve never seen a heart crawling around on tendrils, or a monster who eats hands, or a spell that swaps hair, but brains can do all this and more. I think it’s all about impressions. If you don’t know anything about biology, you might believe a brain could remain functional outside of a body, and it makes some sense that such a brain might still have a will the way other organs can’t. A brain in a jar is an immobile but probably brilliant and crafty enemy. A hand in a jar is a science project that gets you on a watch list.

In that context, my players actually have encountered several brains, and some of them occurred outside their enemies. The first birthday session I ever celebrated involved pitting the players against video game villains, and the role of Mother Brain was played by a brain in a jar on the top of a clockwork giant of some type (take a drink). In the Great Tower of Oldechi, the players spent an entire level inside a body, and at one point they tapped into its central nervous system to speak with the brain directly. I once had a campaign villain planned who gained psychic powers because her brain had been replaced by something else, though the players managed to dodge it.

But the most fun I had with them was in the improvisational sessions I ran recently, where the players stumbled upon a group of parasites who took over the brains of other creatures. The parasites themselves weren’t that interesting, but the second stage of their lifecycle involved becoming a sort of cytoplasm that carried the victim’s brain, and only their brain, around and used it to provide a tentative sort of will. Unusually for me, I came up with the monster concept and searched for pictures, then used that picture to decide what the creature actually did. The final battle was in the creatures’ mindscape, where they controlled every aspect of it but weren’t really creative enough to leverage that into a guaranteed victory. The short version of the battle is that I made a series of attacks at the players from a creature whose name in our gaming program was “Everything”, and we leveraged a lot of the language from the Giygas fight at the end of Earthbound. We used a combination of “the enemies are brains” and “the players have brains” to do something D&D in general doesn’t have room for, and it was pretty stellar.

I think I’ve about hit peak brain, and I probably won’t use them for a while unless it’s this specific parasite we invented. I mean, a brain is just a smaller, creepier version of a person, so most of them already have meaningful personalities. They don’t need to be elevated to something interesting. If anything, I tried to make them interesting by taking away the parts that make them brains, and it ended up being surprisingly functional. If I’d had my way I would have saved this for later in the month so we had more examples of adding character to monsters, but I didn’t design the alphabet.

Posted in Events | Tagged , | Comments Off on B is for Brains, Who Walk, Still Alive