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86

It's based on a toy. And that's all most sources will give you, because they're drawing from an article (Ed Greenwood's "Ecology of the Rust Monster" in Dragon #88, later quoted by another article of the same name in issue #346) which is actually about the rust monster, and only passingly mentions the owlbear. In fact, the original quote is so vague it's ...


57

I don’t think there is a problem Barbarians kill things. That is what they do. There are lots of things they can’t kill, or can’t kill very well, and there are lots of problems that cannot be solved by killing. They are useless, or nearly so, in such situations. This situation, however, is exactly their forté. Their specialty. They were born for ...


56

They don't actually need it. I realize this is radical, but bear with me. We need to not expect them to be masters of wilderness survival --in all honesty, they aren't. Animals die in the wild all the time. They starve, they freeze, they get lost, they fall in caves and can't get out. That said, they're actually not awful at Survival and the way they're ...


55

I think there’s such a huge variety in humanity that often goes relatively ignored that can be used as low-level threats. A trick I like to use to make human encounters stand out is to focus on two aspects of the enemy—be it dress, custom, weapon choice, adornments, tattoos—that stick out. This makes it seem a little more diverse. With the same couple ...


42

There's a ton of low-level monsters out there. Other humans (or elves, dwarves, tieflings) are appropriate antagonists at any level. Draconians are cool and you hardly ever see them nowadays. Same goes for kenku and bullywugs. You can also get a lot of mileage from reskinning monsters; if the PCs encounter a race of strange hostile creatures with long ...


41

Generally, you should only tell them what their character knows. Some DMs don't even tell them the creature's name until afterwards, they just describe its appearance. Let them make a skill check to see how much they know (eg arcana, nature, religion, history - depending on the type of creature. Or perception, if there is some visual clue). Or, if you ...


39

Study, Study, Study Information is really the only way to overcome this problem, and it comes in a few varieties: Know Your Players - This one is the most important. You should familiarize yourself with the capabilities of the PCs and with the tactics they tend to favor. Do they search a room when they walk into it before they do anything else? Does the ...


34

Lions and Tigers and Bears... Oh my! I think the number of dangerous creatures out in the wilderness is almost innumerable, so I will just list categories with a few examples. Reptiles Snakes (Venomous or large) Poisonous frogs Alligators Insects Mosquitoes (with or without diseases) Army ants Bees and Hornets Large Mammals Large Cats (Lions, ...


33

Short Answer The characters don't know, so there's no need to tell their players. But why's that? Your GM principles should give you your answer here: Address the characters, not the players. Begin and end with the fiction Give every monster life Remember, your principles and agendas are rules just like HP and armor. If you're telling the players ...


31

What you could do is run with their inability to combat the wasps, and turn it into plot. The first time they encounter the wasps, they get severely injured and are forced to flee. You then have a followup of them looking for a way of combating them: be it fire weapons, magic bug spray, or whatever. Just try to make it clear to the players that they're ...


31

At the beginning of a combat, all participants roll initiative (d20 + Dex). Everyone ends up with a number, and take their turns from highest to lowest. Initiative count 20 (losing all ties) means that lair actions happen after any creature whose total for the initiative roll was 20, and before any creature whose initiative roll was 19. So, for example, a ...


27

Actually, the Tarasque is an imaginary creature in a game, so you can't actually kill it since it's not real. :P Joking aside, in DnD 3.0 you had to reduce it to -30 and use a Wish spell to kill it permanently, otherwise it inevitably regenerated. The entry in the Monster's Manual states that anything else which normally would kill instead just reduces it ...


27

Wolves I have torn more than one group of adventurers to shreds with wolves. Wolves are smart team-hunters. They harry and feint. They wear groups and individuals down. They work together and coordinate their attacks. Make them spend a night or two being howled at all night. Make sure to use whatever rules your system has for fatigue. Don't neglect the ...


26

This is actually a really interesting inconsistency. According to d20SRD.org... Each character within range of a gaze attack must attempt a saving throw (which can be a Fortitude or Will save) each round at the beginning of his turn. You could interpret this to mean that the monster with the higher initiative actually has the disadvantage! Since they ...


26

Indirectly, yes. Gary Gygax tells us that "the mind flayer I made up out of whole cloth using my imagination, but inspired by the cover of Brian Lumley's novel in paperback edition, The Burrowers Beneath." Said novel was firmly rooted in the Cthulhu mythos; in fact, Lovecraft's character Robert Harrison Blake wrote a short story titled "The Burrower ...


26

An air elemental is not just air. It is a corporeal creature type and as such it has a "body" that can be disrupted by normal weapons. Elemental traits from the back of the monster manual include only "immunity to poison, sleep effects, paralysis, and stunning" and "Not subject to critical hits or flanking", so its perceptions and body are not like a ...


26

If you're willing to borrow a fairly reasonable half-breed from Pathfinder you can get 6/10 for sure, probably 7/10, and maybe all of them without any magic or unpleasantness at all (for you). Step 1: Get in good with the Green Hags. Yah, this doesn't sound like a very good idea. Hags in general "are horrible creatures whose love of evil is equalled ...


25

It really is up to you. There's nothing in the rules that'd prevent it - 4e doesn't enforce alignments. That's a departure from earlier editions, where alignments had mechanical meaning. In 4e, they are there purely for flavor and you don't need to worry about breaking something by changing them. There's nothing in the nature of goblins that makes them ...


24

You can also make them smarter and more resourceful. Two levels ago, say five kobolds were a challenge. Now, consider: Five kobolds who have hired an ogre to protect them against the recent plague of adventurers Five kobolds who have raised a bear from a cub and trained it to help them Five kobolds who have scavenged a wand or two Five kobolds who have ...


24

"Wyrm" (and its variant spelling "worm") is a common but old synonym for "dragon" in English. It's not originally a D&D or RPG term, but it's seen more often in fantasy RPGs (and fantasy literature) than everyday English because archaic words lend games a more fantasy feel.


24

Originally, the term is an Old English word that means "serpent" or "snake". It was commonly found in old European poems, where it referred to a wingless dragon. The term was later used to refer to any dragon, as with Tolkien's usage in The Hobbit and other works (which heavily influenced D&D). In D&D, "wyrm" refers to a large, presumably old, ...


23

A summoned monster's alignment only matters if you're a cleric. The summon monster spells are of the same alignment as the creature you summon (e.g. summoning a Dretch is a Chaotic and Evil spell). A cleric is forbidden from casting spells of alignment opposed to his alignment or his deity's alignment. A good-aligned wizard can freely summon fiendish ...


23

tl;dr The weakness that prevents vampires crossing running water is derived from Bram Stoker's Dracula, but found only in D&D 3.0 and 3.5. Advice from AD&D suggests that vampires should charm people and use them to circumvent weaknesses. What is the history of the D&D Vampire's "running water" weakness? The D&D vampire seems to be ...


23

As far as I am aware, there is no way to give a creature the incapacitated condition directly. However, there are 4 conditions that give a creature the incapacitated condition as part of their effects. These are: Paralysed Petrified Stunned Unconscious There are a number of ways to apply these conditions without damaging your beloved pet. Within the ...


23

There's a factor you missed out on: the square-cube law. As Wikipedia describes it: When an object undergoes a proportional increase in size, its new surface area is proportional to the square of the multiplier and its new volume is proportional to the cube of the multiplier. Let's consider the implications of this for a moment with a cube of water: it ...


22

First of all, it's a Knowledge check Don't lose sight of the fact that the player asked to make a Knowledge check because he or she wants information. There's no way around that. Don't worry about that information breaking the flow. If the player doesn't want to break the flow by getting that information, he or she would not be requesting the check. Tease ...


22

Location. They will live near a water source, and probably near their fields... Neolithic hill forts are fairly common. It's a walled village atop an artificial hill, built on the floodplain. It may also have a cistern and/or a well down through the motte/tel. Walls are likely wood, possibly also dry-fit stone for part of the height. I can tell you from ...


21

Major threats include Any large predator that is faster than humans. most reptiles during the day all apex predators anything that hunts in groups any large (150# or larger) herbivore Especially Moose and other semi-solitary herbivores in rut also especially dangerous is any herd with calves. any disease vector a rabid bunny is a threat whether it ...


21

One option is to go with the model of the Holy Roman Empire. Instead of symbolic marriage to one of the tribes, allow some of the tribes to be "electors" to determine the next emperor of the realm. Therefore, by giving specific and real power of self-determination to these tribes (obviously only the most important get to be electors), it's far more than a ...


21

The water breathing spell can be used on other creatures (up to ten per casting to be exact). Creatures like, adventurers or other allies it has.



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