P is for Pumpkin-Head Guys on a Base

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.

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O is for Orcs, Orc-Speak, and Orc Home

When I was putting together the campaign setting I’m using now, I wanted to give each race a country. I didn’t want the country of elves to have elves, only elves, and all elves, because that’s not just creatively bankrupt, it’s also very boring. But I did want a physical location that served as a historical and cultural center. Basically, I was going for something not unlike Europe, where Germany is the traditional but not exclusive home of Germans. This analogy helped me because it gave me some footholds to design each country and, more importantly, their accents: elves are French, gnomes are Irish, and so on. But I also thought it was ridiculous that only standard PC races could have countries, and you may recall that I love me some monstrous PCs, so a few of the classically “savage” races got promoted to the same level as humans and dwarves. Though I have ideas for micronations for gnolls or kobolds and the like, only two monstrous races have large established countries: goblinoids and orcs.

Physically, orcs have changed a lot over the years, perhaps more than any other monster. Depending on your edition, an orc could look like a moblin, an uruk-hai, a burly green person, or 4E’s off-duty fashion models. But mentally and societally they’re pretty much the same as they’ve always been. They like power, axes, and fighting, and they hate everybody, but mostly elves and dwarves in that order. Their groups are small and usually based around a leader who gained that position by beating the previous leader in a fight, and they subsist on the things they kill and the things they steal from the bodies.

Obviously this doesn’t much work in an advanced society. There’s no sense behind a nation of wandering tribes who want to kill each other. In order to promote orcs to the same level as PC races, I had to come up with a reason they could work together and a reason they could settle down enough to build cities, both notions antithetical to orcs as we traditionally interpret them. I ended up giving them a country replete with natural resources, so harvesting and selling them was a much safer and more direct path to power and wealth than physically fighting over who got to sit on land they couldn’t fully leverage, and I made churches the main source of power in the land. As a rule orcs usually follow whatever the most orc-like deity in the edition is, and converting that from worship of one god to two or three separate churches worshipping similar but different gods wasn’t that much of a stretch. None of those religions has Gruumsh’s “kill everything you can catch” tenets, and they act as a stabilizing influence to keep the country together. Take those changes and apply them for a few hundred years, and you end up with orcs that still mostly look and act and think like you know, but in a culturally elevated way.

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.

My players have graciously indulged these real-world analogies in our campaign setting. When I first told them orcs were Russian, the response was “yeah, okay, that makes sense”. One of the players even jumped on it, declaring that he was involved in a war against orcs so he could hate them with that strange sort of self-righteousness typical of entrenched racism. I rewarded his contribution with a mini-campaign in which an orc stabbed him with a poisonous blade and his interns had to venture into orc country to chase the assassin before he succumbed to his wounds. He loved it.

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N is for Nerras, Shiny and Chrome

I have a reason for liking the minotaur: it’s basic and it’s functional. I have a reason for liking kruthiks: they gave me one of the most epic player stories I have. Almost everything I talk about this month had some application in-game that let to my opinion of it. Today’s monster didn’t. I just thought they looked cool.

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.

They’re also not very good as monsters. Almost every power they have is defensive, including their spell-like abilities, so fighting them is a slog. Their mirror jump lets them flee battles, so pinning them down for an actual fight is difficult. They weird shard weapons, special blades that deal Constitution damage except when players wield them, so battling them has long consequences. They work best as hidden foes subtly working in the background of a campaign, but because of everything above, getting your hands on a nerra for the payoff battle isn’t terribly fun or satisfying.

But I didn’t recognize any of this early in my career, and I like metal and glass things aesthetically, so nerras become one of the recurring threats in my first campaign. Luckily the players tended toward physical damage and had a decent healer on staff, so only the sorcerer was really put out by them. All told they were pretty lackluster, and I doubt my players would even remember they were in the campaign given how little they contributed to the plot.

Except for one. Through actions lost to history, the players managed to befriend a kalareem, a nerra front-line fighter who dual-wields longswords, a laughably bad idea at its level only feasible at all because the game designers made a rules error and allowed it to use Weapon Finesse. Suddenly pressed to give a personality to this random encounter, I named him Charlie Sheen, because “sheen” is a word you could use when discussing mirrors and “sheen” and “kalareem” are half-rhymes. He traveled with the party for the rest of the session, fighting alongside them albeit ineffectively. When they group killed some giant shocker lizards and skinned them to make jackets, they gave one to him as a sign of solidarity. That nerra they remember, but only alongside those jackets.

For sake of comparison, the party consisted of Lucien Taylor, a tailor, Rei Halfly, halfling ray specialist, Gary “Smasher” Stubblefeld, who thought the epithet “Smasher” was especially clever, and Meldran Karameikos, who was named after the kingdom of Karameikos in Mystara even though the character and campaign had nothing to do with Mystara. It was not our finest hour in character naming.

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M is for Minotaur, Rarely Barbaric

I took an atypical path to tabletop gaming, and I’ll probably talk about that in more detail one day. The first D&D book I ever picked up was the 3.0E Monster Manual, and when I opened it the first monster I saw was this one. I don’t know if that’s why I like them so much, but it couldn’t have hurt.

Minotaurs are half-bull, half-human creatures you’ve probably already heard of, if not from Greek mythology then from playing Tauren in World of Warcraft. Given that original capital-M Minotaur lived in a maze, they typically have some resistance to getting lost or some bonus to determining direction. In every edition I can think of they’re also really good at charging enemies, because that’s what bulls do. Beyond that they’re vanilla, low-level beatsticks.

Most editions go out of their way to not talk about minotaur society. After all, monsters only exist as things to punch on the way to a reward. It doesn’t matter whether they have legends or hobbies or religion, only that they like mazes and they generally charge in the first round of combat. But their simplicity is a lot of what made them viable monstrous PCs. As long as you can wrap your head around Effective Character Level as a concept, you already know everything you need to be a minotaur. There are no weird powers, no strange interactions with spell casting classes, no abilities that require three other books to fully understand. Just a few physical buffs and some Hit Dice. It’s like the Lolth-touched template with legs.

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.

I think the players liked him for the limited amount of time he appeared on screen, though he didn’t leave a strong impression, and that was the point. A minotaur monk wasn’t supposed to be a unique, weird thing. It was supposed to be normal, and to redefine “normal” in the context of the campaign. The players mostly remember him for being a skeleton (he wasn’t, but that was the only minotaur miniature I had at the time), and for this exchange:

DM: You see a minotaur meditating under a waterfall. He opens his eyes as you arrive and greets you.
Player: Spot check for a weapon in the minotaur’s pants!
DM: Um.
Other players: Um
Other people passing by: Um.
Player: No wait stop. I want to see if he’s hiding something. Because the pants are wet, right? So they cling.
DM: Um.
Player: Never mind.

Weirdly, the edition where minotaurs get the most character is the official edition of ignoring fluff text, 4E:

However, many minotaurs are civilized and cultured. These minotaurs are smaller than their savage kin, and they gather in settlements of all sizes.

This is a nod to the appendix at the end of the book, which had minotaurs as a playable race. They wouldn’t really be part of the system until Player’s Handbook 3, but even the Core books said “look, not every monster is…well, monstrous.” I just wish it wasn’t tucked away in the lore section of a monster so common few think to read its lore at all.

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L is for Lolth-Touched (It’s Super-Generic)

I really like monster templates. I love taking a creature the players know and putting a twist on it so they understand part of what’s going on but not all of it, like making a regular gorilla into a savage, ice-breathing yeti. Templates also let you pull multiple monsters into the same theme; if you want to fight shadow enemies, you can use the published ones, or you can use the umbral template to make shadow ogres, dogs, slimes, and things like that. I’m a little sad that Pathfinder doesn’t use templates as much as 3E did, though I think my favorite application of them was in 4E, where you could give a monster a template without changing their CR and often without changing much at all, adding flavor while keeping the core creature intact. It’s basically the game helping you reskin a monster into something fun. I wanted to show off one of those templates, but I think the one out of which I’ve gotten the most mileage is from 3E, so it’s the best story.

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.

When I first read the template, my first thought was “this is really useful, but it’s too bad it’s bound to Lolth.” The Monster Manual 4 came out while I was playing World of Warcraft and I’d been looking for a way to make monsters rare or elite*. This seemed to fit the bill, giving monsters more hit points and making them better able to resist ailments and effective save-or-die effects like grappling or fear, but it was tied to a specific god I didn’t much like. But my second thought was “why is this bound to Lolth, again? In fact, why can’t I use it for literally everything?” Take a look at what it does:

  • Only works on living, corporeal creatures. Why, though? Is it because there’s a Constitution bonus? Then just say “Creatures with no Constitution don’t get the Constitution bonus”. It’s not like Lolth has a particular hatred for ghosts or golems. We can safely ignore this.
  • Only works on nongood, nonlawful creatures; makes the creature chaotic evil. This is tied to Lolth, but it’s largely inconsequential. You could just as easily make it a Moradin-touched template and have it only work on nonevil, nonchaotic creatures. And if you use alignment as little as I do, it’s completely irrelevant. We can safely change it or ignore it altogether.
  • +6 Strength. This is the most mechanically impressive part of the template because +3 to attack and +1 to +5 damage is nothing to sneeze at. But it’s not Lolth-specific.
  • +6 Constitution. This is the part I like the most because it makes the monster survive longer and has almost no other effect. But it’s not Lolth-specific.
  • +4 to Hide and Move Silently checks. You could probably make this any two skills, or any one if you’re in a edition that combines Hide and Move Silently into Stealth. No one skill breaks the game, so it depends on what you want the creature to be. We can safely change this.
  • Immune to fear. This has no effect in many parties and little effect in most of the rest. It’s mostly there for flavor. But it’s not Lolth-specific.
  • +1 CR. Yeah, okay, that seems fair.

Nothing about this template is meaningfully, irrevocably proprietary to Lolth. I’ve used it several times for Kord-touched, or dragon-touched, or France-touched creatures before, and it works exactly as well (take a drink). It gives the players pause, challenges them, and makes a monster special regardless of the words you use to describe it. Calling it “Lolth-touched” seems as empty as putting “original character, do not steal” on it and has exactly as much weight.

* — I never found a great published solution for this in 3E, so I’ve settled on “give them maximum hit points and up the CR by one.” 4E had the Elite and Solo mechanics, which did this quickly and cleanly, and I like that. Pathfinder’s solution is “Meh, what does CR even mean, anyway? Just use an overpowered monster, you’ll be fine.” I prefer my own.

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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.

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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?

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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…

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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.

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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.

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