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7 Ways to Make Monsters Interesting for Both New Players and Veterans

Greetings, gamers from all systems, places and timelines!

When we did our podcast about how to play iconic monsters, it was suggested that D&D-specific creatures are like celebrities. However, just like anything, if it gets too much exposure, it can get staler than some of my jokes. That’s a concern when the same creatures get too much airtime over the course of one or more campaigns. And while there is nothing wrong with getting into the deep cuts of the monster list, there are other options.

This is why we’ve put together a list of ways to make monsters more interesting for new and seasoned players alike. This way, when it’s your turn to DM, your favorite creatures won’t end up getting benched because they have all of the originality of a human grizzled warrior with a great sword and a tragic backstory.

1. A Hint of Mystery Goes a Long Way

Any noteworthy creature in the game deserves at least some degree of mystery. One thing that kills the mystique is when the DM just announces what creature the party is facing when first encountered. Another is when someone at the table begins using their 3rd-degree black belt in metagaming. Then, suddenly, the party fighter amazingly has monster lore skills that would impress even Volo. So, DM’s, don’t allow anyone at the table to spill the beans, including yourself.

2. Set the Stage for Your Actors

A good character in a story can become a great one when introduced correctly, and monsters are no different. Let the players find some tracks or perhaps the battered remains of a person who won the lousy prize for being first where your party is headed. Or maybe do a subtle plot drop about this type of creature being in the area while the group is staying at an inn or from a trusted NPC.

If the villain of your story is something extraordinary like a Red Abishai, then some degree of backstory is definitely in order. While the party shouldn’t simply figure everything out like Columbo, they should have the opportunity to find clues about this infernal entity along the way. Otherwise, don’t be surprised when the party attacks this strange, red, medium-sized, gargoyle-looking thing expecting an easy win – or the ensuing butthurt when they find out it’s actually a CR19 devil who proceeded to curb stomp the entire team.

3. Give a Worthy Description but Don’t Oversell It

While there is no rule on how much description any given thing in a game should have, everyone knows what a bad one sounds like. So, impress enough key details to allow everyone listening to fill in the rest of the blanks with their imagination. Try to do this in a few sentences by pointing out any important features this creature has, especially if they tie into their special abilities.

At the same time, do everyone a favor and don’t give the party a four-minute description like you would if one of them was a police sketch artist. Because someone will undoubtedly zone out and only remember the thing they met was big and green – leaving them wondering if they encountered an orc shaman or the Incredible Hulk after the game.

4. Don’t Be Afraid to Make Creature Stat Adjustments

One of the selling points of D&D is its extensive list of NPC creatures. This still won’t stop someone from yelling across the table about how that 10- foot tall ogre with a tree for a club is just a CR2. But perhaps that boring ogre found some armor, is much stronger than usual, or has even acquired some martial class abilities.

Just like with magical treasure, if the players can identify every item in the game without a spell, some of the magic may indeed be lost. Keep everyone guessing, but also keep your monster adjustments within the continuity of your game world.

5. Everyone Likes Magical Swag, Including Monsters

While this is a bit of an extension of the above point, consider that the best magical items in any campaign world should be guarded by its most powerful beings. Meaning that, if you want that belt of giant strength or flame tongue longsword, you will need to convince that hobgoblin warlord who’s currently using them to fork them over. This makes sense because creatures who strive to attain more power would covet things that make them a greater force to be reckoned with.

Besides, how could a creature like a Lich who spent decades, if not centuries, studying magic not be able to come up with at least some decent magic items? Just remember the items the monster leaves behind must be part of the adventure’s total treasure and not just bonus goodies. Otherwise, all of the party’s spellcasters will have more magic wands than third-level spell slots.

6. Range of Personality

Just like how all of a monster’s abilities need not be static, this applies doubly for their personalities. Just because goblins are typically shifty and savage doesn’t mean the party couldn’t run into one who is wise and benevolent. And while it’s definitely important for some characters to be well received, this also makes it more likely that they will be memorable.

An NPC like this will stand out and provide an opportunity for you as the DM to try something your newer players might enjoy, and the experienced ones won’t see as old hat.

7. Showcase Their Abilities With Good Tactics

Creatures will not be memorable or interesting if they don’t make the best use of their abilities. For example, if they fight in situations where they would have to be literally crazy to think they could win. It can be anti-climactic when a powerful creature hits the map and a poor move gets them almost immediately smoked, leaving the group feeling that the decisive victory they were hoping for was the result of a DM botch.

Regardless of how badass your party is, sooner or later they get ambushed. And if it’s by a group of creatures with ranged attacks, then they should definitely lead off with that. However, this tactic should be used primarily to encourage the party to be careful. You don’t want everyone moving at 2 mph for the rest of the campaign because they are expecting a full salvo of missile fire to come from behind every formation of hills or trees.

Final Thoughts

Every creature and monster presented in the game should, at least to some extent, be extraordinary. Because, if your group’s reaction to seeing an orc, umber hulk or ancient red dragon is a lukewarm reception, then something has gone off the rails. When you introduce an NPC, whether you expected them to be loved or hated, it’s hoped at the very least that they will be thought of as interesting. It should be no different for the monsters and creatures in your game.

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