Z is for Zombie, Who’ll Do in a Flash

And nobody was surprised.

Zombies come in a startling number of forms in D&D. Off the top of my head you have normal stock zombies, fast zombies, diseased zombies, fire zombies, hulking zombies, zombie lords, and any combination of them, all before you consider that “zombie” is a template you can apply to just about anything with a pulse. I would describe them further, but I can’t. That’s the point.

Unlike a vampire, which is the specific name for a creature with specific powers and specific weaknesses, “zombie” is an everyday metaphor (“I’m a zombie in the mornings before I have my coffee.”) that bring to mind actions and mood, not stats. A zombie can be a creature that shambles, or one that grunts half-heartedly, or one that comes in swarms, or one that spreads like a disease. They’re usually undead, but if you say the orcs are approaching like zombies, everybody knows what you mean. Anything can be a zombie, and a zombie can be anything (finish your drink). Heck, Cracked had an article that mentioned this just last week:

Zombies are popular because they fit everywhere. Vampires are zombies that you want to make out with. Frankenstein’s monster is a zombie that just took a little elbow grease to get going. We can apply any metaphor that we want to them, and we can use them as quick cannon fodder or as the plodding thing that we have to painstakingly evade once we find ourselves trapped in a room with one.

Zombies aren’t my favorite creatures because they’re usually too simple and straightforward, but that’s also their beauty. Looking back I think I’ve used them in almost every campaign I’ve run, either as zombies themselves or as something else through the magic of reskinning. Consider my last six:

  • The Eight Arms and the Contract of Barl: The first session had the players fighting a necromancer and her zombies as a random mission before the campaign proper started.
  • …and the Unforgiving Blade: Undead ambushed the party and attacked en masse as a delaying tactic.
  • …and the Memento Mori: A disease changed NPCs into monsters.
  • …and the Empire of Sin: The party defended a barn from nearly-mindless, swarming creatures.
  • Battles of the Saber Knights: Addled, mind-controlled farmers lumbered toward the party to eat their brains.
  • The Umbrageous Sodality and the Ghost Opera: This is the Halloween campaign, of course I used zombies.

This is not counting the non-d20 campaign we’ve running now. I guess that’s a spoiler, but not much of one. You can insert zombies into just about any campaign at just about any point, either as literal lurching undead or as anything that hits enough of a zombie’s checkboxes for you to describe the combat as a “zombie swarm scenario”. You can even use them with various moods, from the grim horror zombie whose bite slowly drives you so mad you kill your allies to the light-hearted cartoon zombies who comedically chase their heads around the battlefield. As long as a battle makes sense with the story, zombies can probably be a part of it.

This is a rare time when the reskinning can be completely transparent because nobody cares about it. Knowing that the orcs secretly use zombie statistics doesn’t break any immersion or narrative, and there are so many types of zombies you can use them for just about anything. When I’m using them, most of the manipulation I do is to the stats themselves, drastically slashing the zombie’s hit points so they fall in one or two hits. The feel is important, not the numbers, and zombies have a broad feel, perhaps the broadest of anything I’ve discussed this month.

I’d like to say something about angels to bring this full circle, but you may have noticed that we have an unmatched rhyme in the post names. There’s one more creature I want to discuss tomorrow before we leave monsters alone for a bit.

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Y is for Yuan-Ti: Bad, but They Care

When I started playing D&D, it never occurred to me that certain creatures would be proprietary to it. I got into it because of the public-domain monsters I recognized, not because it was the only place I could find mind flayers and beholders. When I moved from my physical books to a linked HTML SRD I didn’t even notice most of the monsters that disappeared and didn’t much care about the flavor that went with it, except for the Greyhawk deities. But this creature I absolutely missed, quickly and deeply.

Yuan-ti are somewhere between humans and snakes,, and exactly where they fall on that gradient indicates their power. Generally, the more human a yuan-ti is, the weaker it is, and the most snakelike members of the race have leadership roles. This caste structure withstands even their normally chaotic nature, and lesser yuan-ti go far out of their way for the few methods by which they can advance to a new form and new power. They’re impressively religious, either following snake deities or evil for evil’s sake, and their leaders tend toward leading worship or being worshipped themselves.

There are more varieties of yuan-ti than one might expect, from the low-level, almost-PC-ready purebloods through the monstrous malisons and ignans to the nightmarish anathemas. They’re appropriate threats at almost every level of play, and I really like how they escalate so they can be the focus of an entire campaign or a side arc in a greater story. All of them have a few tricks to keep combat fresh, but not so many tricks that they get lost in the shuffle, and almost every yuan-ti is smarter than a human, too smart to rush into melee and get beaten to death. They have a strong visual aesthetic, they’ve been around long enough in most settings to have culture and cities, and they can even integrate themselves into other societies through guile and magic to pop up whenever it inconveniences the party the most. They’re just fun.

So why would I feel the need to make them more interesting? Because they’re unambiguous top-to-bottom villains. They’re evil humans mixed with evil animals who do evil things because evil gods told them to advance evil. They use poison, lies, intimidation, oppression, classism, and mind control to get what they want, and they’ll sacrifice anyone or anything, including each other, to gain power. This isn’t simple Saturday morning cartoon villainy because they’re too intelligent for that, and they won’t throw themselves into combat just because it’s time for a random encounter or because a book said they should. But there’s nothing redeeming about them. They’re an acceptable target for parties, and there’s intentionally no remorse or complication in breaking into their temples, killing everybody there, and stealing their belongings to sell. They’re a more advanced bad guy, but they’re still objectively a bad guy.

The monster campaign is where we did the best job turning this on its ear. One player ran a yuan-ti pureblood, one of the few characters who could pass for human if nobody looked too closely. Every PC in the campaign had some sort of character-specific enemy, and hers was her father, who wanted her to stop playing hero and instead come back home to continue on her rise to the top of yuan-ti society. He chased the party on and off for a while and finally appeared in the flesh at the end of Act 2, where he had gotten himself trapped somewhere and needed their help. The party had been going on the assumption that he wanted to menace them somehow and steal his daughter away, but he was actually following them out of genuine concern.

Even the most rampantly malevolent race isn’t beyond having connections or hobbies or opinions. Because the books only describe yuan-ti as religious jungle snake monsters we think that’s everything there is to know about them, but they can have families and traditions and favorite sports teams. Sometimes those loyalties can overrule their predilection toward evil, or at least suppress it. After all, religiously evil humans probably exist in every city and only the most militant paladin run by the most short-sighted player would assume they’re constantly up to no good. An evil monster isn’t any different from an evil PC. It’s all in how you handle it in service of the game.

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X is for Xorn, Who Are Just Kind of There

This is the first monster I thought of when I decided to write about them for April. Other letters were hard, even ones I thought wouldn’t be, but there was always one and only one creature who could fill the spot for X.

Xorns are three-armed, three-legged, roughly spherical creatures from the Elemental Plane of Earth. Their main character trait is their appetite; they can only eat rare metals, gems, and minerals, and given that those are harder to come by on the Material Plane they spend much of their time scavenging and searching for veins underground. They get bigger as they get older but low-level xorns are surprisingly hardy for their CR, and they have a few gotcha abilities and defenses that reward players who know a thing or two about outsiders.

Xorns seem designed to be random encounters, either bargaining with the party for sustenance or attacking when somebody gets between it and its next meal. As such it’s weird that in 3E they carried no treasure and in Pathfinder the older ones often come with class levels, respectively lowering players’ and DMs’ interest in them. You might think of them as smarter earth elementals, and they carry many of the same problems and benefits. Players aren’t likely to remember a xorn from session to session, and few DMs can get excited about a society or cabal of xorns whose goal is…eating more exciting food, I guess. You also can’t use their stats for much else as it’s hard to think of a creature with three arms and earth glide that isn’t a xorn itself. No, to make a xorn a memorable encounter, you have to give it some character yourself.

In The Eight Arms and the Empire of Sin, the party went underground to search for a monster acting as an avatar of pride. Their guide was an ioun stone that ramped up the emotions of the character using it, so while the party was tracking a sin of pride, it was only because their peacock-themed paladin was falling prey to it. She felt the creatures of the caverns were beneath her, and she was pointedly not considering the possibility of an ambush, especially not one that literally popped out of the wall. A surprisingly crafty xorn approached them, perhaps a minor scuffle occurred, but in short order it had plucked the stone from around her head and swallowed it.

Thus entered the Xorn of Pride, who demanded to be addressed in title case but preferred more ostentatious epithets like King of the Earth or Super Kami Xorn. It was not the fastest, or the smartest, or the hungriest xorn, but if you tried to tell it that, it wouldn’t listen. Running it let me be as bombastic as I wanted, a high bar, and put the party in that wonderful state where they dislike an NPC as players but know they have to appease it as characters. They immediately created their own side quest to remove the stone from the xorn, more because he was annoying than because they needed it to progress, and it gave me a warm feeling when they decided killing it was neither productive nor necessary and instead took the moral high ground.

They never did get that stone back, which means there’s still a xorn running around convinced it’s the greatest thing on three legs. Every once in a while I bring it up, and the players remember they’re still going to have to deal with it one day. I don’t know if it’s anticipation or dread, but I think it’s more than anybody has cared about a xorn in decades.

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W’s for Were-Things, Since There Are a Million

This is a weird one. Because it’s sometimes a template and sometimes isn’t, and when it’s a template it goes by an L name but creates creatures that begin with W, but it’s a template so broad that each creature you make with it is technically three creatures, it’s not like anything else this month and arguably not like anything else in D&D. It might even be the thing this month mostly likely to be a PC. With all that going for it there was no way I was going to talk about witchknives instead.

D&D has several varieties of were-things. The most common are werewolves, but the rulebooks also have werebears, wereboars, weretigers, wererats, and occasionally dire versions of the same. Lycanthropy is usually a template that lets you rub a humanoid and an animal together until a monsters comes out, and though the resulting creature varies wildly in size, skills, and combat potential it’s universally better than the originals. Were-things don’t always lose their minds under the full moon, but they do always have DR against everything but silver, D&D’s…well, silver bullet for shapeshifters.

It’s this variability that makes them worthwhile. Need a big, strong monster who can throw wagons at the party? Combine a hill giant with a bear! Need a tricky sneak who can survive a few hits? Combine a halfling with a rat! Need a veteran of the Underdark who avoids capture by pretending to be an innocuous animal? Combine a dwarf with a giant bat! Most templates let you turn the original creature into something else, but lycanthropy can change any single creature into dozens of others. They usually have class levels to augment them further, from the obvious orcish werewolf barbarian lord to the significantly more ridiculous merfolk werefrog paladin. And you can add them to a group or adventure based on their race, their animal, their class, or anything else you want. They’re a blank slate you can use to accomplish nearly anything.

In fact, that freedom gets even broader when you strip away the lycanthropy itself and pretend you’ve made up a new creature (take a drink). The hybrid form of a lycanthrope keeps it mostly human but gives it several of the animal’s abilities. Consider the wererat, with its natural bite attack that inflicts disease. That can just as easily be a feral sewer-dwelling creature who sneaks around and ambushes lone victims. You only need to make a few changes. First, strip away the DR or change it to something more flavorful (“DR 5/attacks made in sunlight”). Second, if you don’t specifically want the monster to walk among townsfolk or pass unnoticed as a rat, take away the transforming entirely. It’s not a meaningful part of the CR, and if it doesn’t fit your flavor, don’t bother with it. Third, feel free to ignore the curse of lycanthropy it can inflict with its attacks. It’s probably safe to assume most DMs would be happier without the headache of accidentally cursing their players with combat bonuses. With those gone, there’s nothing left tying you to a specific transforming common-knowledge creature.

I’ve done this several times, especially using the 3E version of the template where you added the animal’s Hit Dice to the base creature’s. Remember when I said I’d spent forever trying to come up with a template for elite creatures? This is really, really close. I don’t always like the amount of number-crunching it takes, and I don’t always want to give tiger powers to my elite elven necromancer, but you could do worse than adding a bunch of levels onto a creature in a way that doesn’t give them overpowered monster abilities.

The only problem I see with lycanthropes, besides the bookkeeping concerns above, is that they’re all physical creatures. There aren’t any werewolf clerics or sorcerers because werewolves are about hitting things, not magic. It’s a bit of a shame, though I feel its limitations make it stronger. “Combine a humanoid and an animal” is already a task with a plethora of options. We don’t really need to make it harder by tacking on magical options too. The lycanthrope does one thing and does it well in an uncountable number of ways. That suffices.

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V is for Vampire, Very Vaudevillian

Four creatures from my love of Halloween made it into this month’s posts: the pumpkin, today’s monster, and two more yet to come. Given what letters remain it shouldn’t be too hard to figure them out.

Vampires in D&D are highly variable, just like they are in real life conventional folk tales real life. The stock D&D vampire has stock vampire powers and weaknesses, but there are also savage vampires and psychic vampires and hopping vampires and really old vampires who don’t look so good and vampire PC races in everything but name. There’s even a vampire class in 4E, which was as successful at starting a line of monster classes as Dracula Untold was at starting a Universal Monsters movie universe. But you probably know the most important bits: undead monster, sunlight bad, eating people good.

In fact, that’s kind of the problem with vampires. Everybody knows about them. If this is your first time on this or any gaming blog, you can probably still rattle off several vampire weaknesses, in order of common awareness: sunlight, stake through the heart, holy symbols, garlic, crossing running water, a compulsion to count dropped objects (that’s right, The Count from Sesame Street is mythologically accurate). Their powers vary, but the hits include flight, transforming into a bat, wall-climbing, a hypnotic gaze, and creating more vampires from people they drink. Variant and cultural vampires mix and match these or adjust them slightly, like the vampire burned by moonlight, but if your DM says “vampire” you already have an idea of what the creature can do and how you can kill it. You even know ninety percent of how it’s going to act: suavely, from the shadows, controlling minions, and probably all done with a very specific impression of Bela Lugosi.

The mystery of vampires is gone. They’re too culturally accessible. Anything that ticks off enough “obviously a vampire” boxes will send the players running for stakes and official Chosen By PelorTM prayer discs. Even the players who metagame the least can make a fair argument that their characters would know at least as much about vampires as the average television viewer does. But if you mix things up and make your own custom vampire with strange, scary, never-before-seen powers, are you actually using a vampire? Aren’t you just using a custom creature to whom you’ve attached the vampire brand? Why would you do that, except to say the word “vampire” to your players and feel smug when they assume something they have every right to assume? Vampires are defined by their weaknesses and powers. If you change their weaknesses and powers, you don’t get to say you’re using a vampire any more, and if you are using their weaknesses and powers for something else, you don’t get to be surprised or disappointed when the players treat it like a vampire anyway. Vampires haven’t meaningfully changed since the days of vaudeville, and it shows. It’s with some effort that I admit the most original take I’ve seen on them is Twilight, where they’re basically angels who can’t fly.

So if we have to use the creature basically as written without any reskinning or change in flavor, the only thing left is to take the creature as written and either turn it up to eleven or put it in places it doesn’t belong. The vampire class actually does a pretty good job of the latter; a vampire normally wouldn’t go dungeon delving or slum it in a tavern or make ineffectual passes at the party barbarian, but PCs do. As a DM I find the former more interesting, and in the Umbrageous Solidality and the Ghost Opera the players had to fight a nosferatu, a Pathfinder monster inspired by the movie of the same name. As with the umber hulk I upped the horror around the vampire, positioning him safely behind waves of minions and a plan greater than the party could reasonably stop. He killed people, he kidnapped others, and at one point he dominated a party member and left them as a sleeper agent until he needed them. At all times he was ahead of the party, and only by slowly dismantling his support structure behind his back were they finally able to challenge him directly. We played the vampire tropes almost perfectly straight but kept the villain far enough away from the party that they couldn’t steamroll him as soon as they heard his accent.

My favorite part of the villain was actually a metagame joke. I told the party he was hundreds if not thousands of years old and he had weird powers from long ago. Despite a few clues here and there, they didn’t meet him until halfway through the campaign, and then I think only one player put two and two together: he was a member of the 3.5E warlock class. His “powers from long ago” were from a previous edition of the game. They were strange and the players weren’t sure how to react to them, but the nosferatu itself was exactly as written and he was eventually killed by sunlight, probably. We didn’t need to mess with the vampire itself to make it interesting, we just needed to do interesting things with it.

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U is for Umber Hulk, Lying in Wait

Today I really wanted to talk about the Friendship is Magic session during Delve Night, where we pitted the players against the show’s heroes, including unicorns, to disable a magical ritual that hurt anybody without friends. But on reflection, I didn’t design that session. I helped with some of it, but I really just took somebody else’s custom monsters and used them. And if I can’t talk about how I used unicorns, I have to talk about the only other U creature anybody can name.

Umber hulks are another creature proprietary to D&D. They’re something like a gorilla covered in chitin with the face of a beetle. They live underground, they burrow, and they’re pretty good at grabbing things and either eating them to death or absconding with them. Their signature ability is a gaze attack that confuses enemies, often baffling them into attacking themselves or each other. Depending on your edition they’re either somewhat clever or startlingly intelligent, and they’re better at guerilla tactics than one might expect from a cave-dwelling bug.

I just realized they use guerrilla tactics and look like gorillas. There is no need to comment about it.

I’ve always liked the look of the umber hulk, but I’ve never found a good opportunity to use them as written. My main problem is the very hit-or-miss confusing gaze. When it hits, players lose their actions bumbling around like fools, which isn’t fun for them. When it misses, the umber hulk loses most of what keeps it from being a boring claw-claw-bite monster like a dozen others at its CR, and that’s not fun for me. The things that make them fun are the things the book trusts the DM to come up with: its lair, its tactics, its priorities, and the way it moves across the battlefield. The good news is that you could take out the gaze and use the remaining stats for any burrowing creature (take a drink), but the bad news is they’re still a lot more work than other creatures are, and a lot of its fluff is also hit-or-miss depending on how the players react.

Instead I went the other way, using the concept of the umber hulk instead of its stats. I used that idea for bosses in two campaigns, both large insectoid creatures who lurked in shadows and had weird, confusing lairs. One passed through walls, grabbed characters, and carted them off, and a significant portion of the fight was trying to save the ranger’s animal companion from its clutches. The other was a Zelda boss, so it didn’t do much until its final battle but I peppered the dungeon with foreshadowing about it, and it was completely immune to damage from everything but environmental effects so the players had to engage it in a set piece instead. The large, crafty monster who attacks from ambush is a fine idea to strike terror in players’ hearts, and if anything the umber hulk’s stats detracted from it, so I made my own. And I got to use my huge umber hulk miniature even though the umber hulk is normally large, so that’s a bonus.

I think Wizards understood some of the issues with the umber hulk given the options they presented for it. I recall one book recommending that DMs give monsters class levels to mix things up, and the example they used was an umber hulk druid. The players would approach it expecting a straightforward fight, then it would cast flame strike and the players would rethink their lives. My first thought when I read that was “that takes seven levels of druid, which isn’t a good fit for the umber hulk’s skills and abilities”, but my second was “that’s a neat idea.” The under-appreciated Enemies and Allies splatbook also had Blind Jak, a traveling umber hulk monk who wore a blindfold so he wouldn’t confuse his allies. Neither of these really works with the flavor of an umber hulk, but I appreciate it when the designers try to make a monster more interesting than it deserves.

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T is for Tyrannosaurus the Great

T was surprisingly difficult, though not for lack of options. My players fought a tojanida while riding on its back, but that was more of a set piece, and that’s a different topic. They’ve fought several titans, but of the “_____ titan” varieties, not the vanilla Monster Manual titan. They fought the tarrasque, but it’s surprisingly underpowered in 4E. We wrote our own version of the troglodyte for the 4E version of Savage Species we never finished, but we didn’t play it. Trolls, treants, tigers, tieflings, thri-kreen, these all made it into campaigns, but I didn’t do anything interesting with them. The only T creature I’ve spun to my satisfaction wasn’t a fight at all. It was window dressing.

A tyrannosaurus is a one-trick pony, even more than the hezrou. It approaches a target, it bites them, it grapples, it swallows, GOTO 10. The specifics of that strategy depend on who you ask; Pathfinder uses a larger tyrannosaurus with significantly higher damage, AC, and Perception but fewer hit points and an easier-to-escape stomach than D&D’s version. Neither book spends any time describing the creature because there’s nothing to say. If you don’t know what a tyrannosaurus is, you’re probably not interested in the stats for dinosaurs.

Truth be told, I don’t really like the tyrannosaurus. It’s normally too blunt for me, and I have a hard time having a dinosaur show up like a villain airlifted one in. I’m more likely to reskin it as anything with a single huge attack, especially one that can incapacitate a player for a while (take a drink). But for various reasons my players have fought several tyrannosauruses over the years. They sit at a good CR for me, at a level where the party is powerful but not “scry, teleport, coup de grâce” powerful. They’re easy to run and they usually strike fear in players’ hearts. The first huge-sized miniature I ever got was a fiendish tyrannosaurus, and I lean toward monsters I can represent on a table. And a tyrannosaur was responsible for one of my early player deaths, when he decided to climb down the creature’s throat to attack it from the inside but did not count on taking bite damage every round while the dinosaur was perfectly happy swallowing at its own pace, thank you very much. I do like monsters with player history attached.

But all of those were blunt applications for a blunt object. You don’t get to take credit for innovation by using a tool as intended. Rather, the instance I’m proud of happened in the first Eight Arms campaign, which took place mostly in the party’s home city. That city had a park, and inside that park lived a druid nicknamed Crazy Eddie. He was a legal resident of the city and by law technically could not be forced to vacate the park due to outstanding statutes only he remembered. He stood against modernization and wanted to preserve the last bit of relatively natural land in and around the city. Normally nobody would care, but in Pathfinder druids could have a tyrannosaurus as their animal companion, and as it turns out a giant dinosaur is an excellent deterrent to crime and government overreach.

Animal companion tyrannosauruses can normally only grow to large size, but I could not bring myself to care. In Pathfinder tyrannosauruses are normally gargantuan, so if they can be both size categories, they can also be the one in between. This let me use my mini again, so everybody was happy.

The players loved Crazy Eddie and his companion, and I think that’s mostly because he hated dealing with their characters and my players make an effort to inject frustration and entropy into every social system they come across. He and his tyrannosaurus made an appearance in the final city-wide battle, effectively defending the park from invaders by themselves, and the next time we have a campaign set in that city I’m going out of my way to make sure he shows up. Whether he is an ally or an enemy will depend on what the campaign is about and how likely the party is to be scared of a dinosaur in combat.

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S is for Stymphalidies, the End

Yesterday I talked about a creature I intended as the campaign villain from his first appearance. Today’s monster, not so much.

A stymphalidies is a large, carnivorous bird with beaks and feathers as sharp as metal. They’re based on the almost-identically-spelled stymphalides of Greek myth, who were the subject of the sixth labor of Hercules and maybe also met the Argonauts depending on whose translation you read. The Pathfinder version of the creature retains the ability to hurl its feathers and can also blind its enemies by reflecting torchlight at them like a middle-schooler with a wristwatch. They’re kind of like a flying bulette with lower offense and higher defense and ranged capability.

I hit my players with one during The Eight Arms and the Memento Mori, which was supposed to be our monster-hunting campaign. The campaign villain could control monsters through magic and song, and his mount of choice was a stymphalidies. I described it to the players as a shiny gold chocobo, and they not only understood both how it looked but also why it was a good choice for a character in an ocean-based campaign. The bird accompanied the villain everywhere, even waiting outside cafes during lunchtime. I intended it to serve as a deterrent in case the party tried to attack the villain before the campaign could come to a satisfying conclusion. Instead they befriended the villain and tried to seek a middle ground, talking him down from revolution while working to set him up with his own country.

When the plans to develop a sovereign state fell through, the villain decided to commit to war, commanding legions of sea monsters to devastate every coastal city he could. The party decided he had to be taken out, and they snuck into his house and killed him in his sleep. Not only was this incredibly unsatisfying for me as a DM, it ended the campaign on a down note in the middle of our scheduled session time, so I did the only thing that made sense and had the stymphalidies wake up and attack.

What followed was the most unexpected final boss I’ve ever run, and as you’ll recall from earlier in this month, I once designed a final boss during the fight that came immediately before it. The stymphalidies proved startlingly effective, blinding the party and tearing it apart with more attacks per round than was fair. Its mobility didn’t matter since the party’s main source of damage was an actual cannon, but its defensive skills worked wonders. There was a brief moment when I felt the players legitimately wondered whether they would win without casualties, and that’s half of what I want out of a final fight anyway. The other half is a fulfilling end to a story arc, and we lacked that, but if I had known where we were going I probably could have made it work too. Technically, any creature can be a climax if you sell it appropriately. I mean, your average player wouldn’t expect a chimera to be a final boss battle, but there you go.

I have a slow, ongoing project to get miniatures made of the final bosses from all of my campaigns. Somewhere alone the line, somebody is going to see this one and ask “What’s up with this bird? Was it like a chocobo wizard or something?” And I’ll say “Nope, dumb as a hammer. Funny story…”

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R’s for Rakshasa, a Foe and a Friend

Is this really the first monster with the accent on the second syllable? Cripes.

Every once in a while I like going back through books of monsters and wondering why I’ve never used certain creatures. Often the answer is something obvious, but every once in a while I stumble upon a gem for which I just hadn’t found the right setting. Today’s creature was in the first Monster Manual I ever picked up, and I rejected them because I thought they were weird and poorly-designed. I still think that. But the Pathfinder version fixed some of its problems, and I found it just in time to use it.

Rakshasas in D&D are inspired by, but seem to have nothing to do with, the creatures from Hindu mythology. In D&D they are tiger-headed humanoids with backward-facing hands and magical powers. They are evil, and you are now fully caught up on the culture and backstory of rakshasas as a race according to the 3E Monster Manual. 4E added that they can have other feline heads and they like nobility and finery, Pathfinder let them have any animal head and made them anti-religious, and the Bestiary 3 finally gave them an inkling of background by making the original rakshasas just one of a race called “rakshasas” for maximum confusion.

I want to come back to the 3E rakshasa to give you an idea of just how terrible a creature this was. When I said their culture was sparse, I wasn’t kidding. Here is the full text of the rakshasa’s entry after taking out their height, weight, language, and the description of their hands:

Some say rakshasas are the very embodiment of evil. Few beings are more malevolent.

I would say this is the worst sort of Saturday morning cartoon villainy, but even Skeletor had a backstory. Rakshasas are as boring as monsters come, and they’re no better in combat. Their physical ability scores are terrible, and their attack, damage, AC, and hit points are nowhere near what their CR warrants. All they have going for them offensively is the casting power of a 7th-level sorcerer, somewhat underwhelming to the 10th-level players who usually fight them. But it’s their defenses that make them shine like a ball of polished mud. They have ludicrously high damage reduction that can only be bypassed by a weapon both good and piercing, and their spell resistance lets them ignore some eighty percent of the spells cast at them. Fighting them is a slog without value, where either you have the perfect solution that can end them in one or two rounds (a holy pick or a spell that ignores SR) or you beat your head against them for a while as under-leveled magic plinks off you. It’s just bad.

I completely ignored the rakshasa for ten years, because that’s what it deserved. The Pathfinder version fixes a lot of these problems, mostly because Pathfinder was designed with some concept of appropriate statistics by CR. But also because they finally defined what rakshasas want to do in the world: corrupt society from within. I ran across them when I was building The Eight Arms and the Empire of Sin, where one of the major themes was “at what point does a society’s evil condemn it?”* And rakshasas have always had the ability to disguise themselves as a PC race to walk among them and act without hassle, so I had everything I needed.

In true rakshasa fashion, the players didn’t know they were dealing with one until the end of the campaign. He had set the wheels of the campaign in motion, convincing up a specific king to overextend himself and waiting for somebody to have a problem with it so he could set himself up as a leader once the king fell. He helped the party throughout the campaign, giving them information and connections when they needed them, and in the end he picked up the pieces. I did specifically want to avoid the “you have served me well, now you must die!” trope that always seems to knock villains off their pedestal, and once the rakshasa had power he gave the party and their guild cushy positions in his new order. I was mentally prepared for them to fight him anyway, but they shrugged and figured he was fine as long as he wasn’t actively hurting anybody (except for the paladin, who stormed off).

This is how a rakshasa should be used, not as a creature to actually fight but as a manipulator in the background. They’re not built for anything but surviving to fight another day, and that’s how their defenses and spells should be used, as escape mechanisms. There’s no fighting a rakshasa, only backing it into the corner like a feral cat.

Oh, feral cat, feline heads, I just got it.

* — This theme may be news to my players. But consider that the first act was about fighting the qlippoth, who wanted to fight the campaign villain’s evil acts but mind-controlled everybody to do it. The second act was about defending a sinful society, but by destroying the manifestations of that sin come to exact punishment. The third was about overthrowing a formerly-immoral kingdom that found religion and wanted to forcefully spread the word of good, but did it by killing anybody who opposed them. And the story ended with a rakshasa in charge of that kingdom intending to turn it into an even more debauched civilization than before, but in a benign way that caused no direct harm to its neighbors, and the party accepted it. I figured if my players want to kill angels, I might as well give the angels a reason to throw the first punch.

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Q is for Qlippoth; I Guess They’re from Space

I never understood the fascination with Lovecraft. I assume it’s because I’m an escapist who loves happy endings and triumphing over evil, and the Lovecraft mythos is about creatures so alien and powerful that to merely look upon them is to collapse the scaffolding of our ephemeral sanity, scattering our concepts of morality, strength, and even space like roaches in the light. Also, he was more than a little racist. But if yesterday’s post was any indication, I’m not above stealing the bits I like from something while ignoring the rest, and I can get some mileage out of Cthulhoid creatures.

Qlippoth are a race of outsiders in Pathfinder, like angels or demons. They existed before creatures who existed before time, they probably come from the most vast reaches of the Great Beyond, and they all have horrific appearance traits that inflict status ailments. Though their Bestiary 2 entry doesn’t mention the Great Old Ones, and the Bestiary 3 entry for the Great Old Ones doesn’t mention the qlippoth, their Lovecraftian influence is clear. They share no physical features and there’s no indication that they work together in any way. They have no culture besides “hurt things.” They’re D&D monsters in their purest form, bundles of dangerous abilities and little worldview or coherence, enemies of the sort only a fool would try to reason with.

The one thing that makes them significantly different from a typical Lovecraft creature is that they do, as a race, have one goal: they want to abolish sin. Originally they lived on the Abyss, and when the demons started rising from evil and taking over, the qlippoth figured out sin was the root cause of their woes. One might assume they would be militantly good, but a nuanced villain doesn’t suit the game’s intended narrative. No, instead the qlippoth reasoned that as sin was the root cause of demons, mortal life was the root cause of sin, so they want to destroy all mortals. Especially humanoids. Especially children and pregnant women, because if you’re going to kick a puppy you might as well go for a field goal. I hesitate to call them the result of lazy design, but they’re definitely the result of a lazy gaming culture.

Luckily, The Eight Arms and the Empire of Sin was about sin, so I had a chance to do something interesting with them instead of just slapping a crazy cult together and going on lunch break. The two lowest-level qlippoth are a sort of spore that infects tiny creatures and a squid thing that uses mind control. Their CRs were perfect for the party to fight several of the former and deal with the latter as a boss, so I built the first act of the campaign around them as a red herring villain. I went full horror with it; the books only provide the stats for a tiny infected creature, but there’s nothing in the monster entry to suggest there’s a size limit on what the spore can control. By the time the campaign started, a good portion of a major town had already been infected or dominated, and in the early sessions the players slowly learned just how far the spores had spread. It culminated in a battle against the squid and a hasty retreat as the infected townsfolk attacked the party, but after the spores died off the party received a hero’s welcome.

This as I understand it is how Lovecraftian horror should work, that growing sense of unease and otherness building to a point from which the protagonist cannot recover, spurred on by a gradual discovery about the true nature of things. D&D and Pathfinder have little patience for that, but I am very dumb and I tried to make it work. I’d say it went alright; I didn’t give any players nightmares, though I hit them hard enough for them to fear for themselves and others. I do think I about peaked the entertainment value of the qlippoth. I don’t see them as a campaign villain or even much of a recurring threat. They’re more about a brief moment of shock, maybe after a bit of buildup, and a battle. No matter how alien or special they’re supposed to be, they’re exactly like every other uninspired creature, and that’s the real sin.

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