Hilander RPGs

Monsters

The loathsome buer, a demon of such ignominy that I shall not say anything more about it here. Research at your own peril.

Where Monsters?

Why Monsters?

Monsters can (and will) kill you. They are the purest essence of a challenge: a primal foe who guards the path to victory. But unlike pleasant fairy-stories we tell children, in an elf-game there is a very real possibility of dying to the monster. It must be approached carefully, snuck around, or run from.

If we believe that games are about making interesting choices, then good monsters are also about making interesting choices. More than a bundle of numbers, monsters are a problem that can be engaged with in a thousand ways.

Running Monsters

The OSR has two magnificent tools that make running monsters efficient and interesting: The Reaction Roll and the Morale Check.

Reaction Rolls should never be skipped. Even a hate-filled demon of hell with no desire but to rend human flesh should roll a reaction to the party. This doesn't just tell you what the monster thinks of the party, it tells you what kind of situation they're in.

2d6 Reaction
2-3 Violent, attacks immediately.
4-5 Defensive, may attack soon!
6-8 Wary, already busy.
9-10 Curious, may strike a bargain.
11-12 Helpful, aids the party - intentionally or not.

When the Referee rolls a reaction, they now have a question to ask: Why does the demon help the party? What are the orcs busy with? Why does the local priest attack? In answering these questions the Referee weaves scenes far more interesting than one monster after another waiting to kill the party when they arrive.

And make no mistake: the initial reaction can and will morph in response to the party's actions.

Morale Checks cue the Referee on when monsters run away. It sounds like a small thing, but in play it makes monsters feel more alive when they decide to turn-tail and run. If the monster reaches 1/2 health, or 1/2 its allies die, it should be checking Morale.

Monster Crafting

There are a thousand ways to make a monster, and the true way is the one that works for you.

Consider the Monster's...

The Stat-Line

In general, monsters should be more dangerous than players. There are exceptions to this, but for the most part, tip the scales for the monsters. This means if your adventuring party has 12 total Hit-dice, the average monster encounter on the adventure should probably be 12+.

HD: A rough measure of the monster's level.

HP: Average HP, calculated by HD x4.5. You can also roll HD d8 to set the monster's HP, which is a good and cool thing to do.

Dice: The array of damage dice a monster can roll on an average turn. May be split between multiple attacks. Does not account for special attacks such as breath weapons. Alternative arrays with a similar average can be used.

Hit: Bonus to Hit.

Save: The monster must roll equal-to-or-under this number to pass a save.

HD HP Dice Hit Save
1 4 d6 1 6
2 9 d8 2 7
3 13 2d4 3 8
4 18 2d6 4 9
5 22 2d8 5 10
6 27 2d8 6 11
7 31 2d8 7 12
8 36 3d6 8 13
9 40 3d6 9 14
10 45 3d6 10 15
11 49 3d8 10 15
12 54 3d8 10 15
13 58 3d8 11 16
14 63 3d8 11 16
15 67 3d8 11 16
16 72 4d8 12 17
17 76 4d8 12 17
18 81 4d8 12 17
19 85 4d8 13 18
20 90 4d8 13 18

Non-HD Stats

Special Abilities

If your characters are getting magical weapons and special class abilities, your monsters need interesting abilities as well in order to still be a threat.

Boss Monsters

Consider:

#referee