Introduction
As I have mentioned many times before in this blog, I play Dungeons and Dragons (DnD)
most often as a Dungeon Master (DM).
I have
always been more of a story centric DM, getting most of my kicks by setting up
complex story situations, “Do you fulfill the contract you made even if it means
destroying something special?” or “Do we awaken this ancient evil sorcerer because
he might be the only one with the knowledge to stop the even bigger evil on the
horizon?” or “With how much impunity do we destroy the evil army? Innocent people may get hurt.”
Asking
players to engage with the material I have written and have an impact on the
world is where I get most of my fun. BUT…
I do like learning and using the rules of the game to have fun too. Constructing an encounter that challenges the
players to think about how to beat the bad guys is important rather than just having
them slap their meat against the enemy’s meat until only one meat slab remains.
Which is
what I wanted to talk about in this series* I want to talk about monsters that
I think do a poor job of being fun. They
are boring to use, and boring to fight.
They are Meatballs. Just big
balls of meat that you slap the players with.
It is
important that this is not just about complaining, this is about fixing
flaws. I want to try and create
thematically appropriate ways of making monsters more interesting to run. So let’s start out by looking at one of the most
meaty of monsters, the Hill Giant.
The Hill Giant
is defined by 3 things to me, 1) low armor making him easy to hit, 2) Numerous
hit points allowing him to stay on his feet even as he is being hit numerous
times, and 3) having a ranged attack and a melee attack, each dealing a large
amount of damage. Big ball of meat that
slaps.
“What is
the drawback here?” you might be asking.
The issue
is that the giant has no means of manipulating the battlefield, no way of
working with or at cross purposes with allies, and there is no clever way to
get around any of his defense. On his turn
he will attack, he will likely hit, and that is it.
“Okay, so
what would you suggest for a giant?” might be your follow up question.
I want
giants to have elemental powers, and I have talked about this concept before
with my
limited series on making monsters more exotic in lore. Giving elemental powers to some giants makes
sense, for instance Frost and Fire Giants, all one has to do is give them an
attack that creates ice or fire and you are done, but Hill Giants are not as
intuitive, hills are not that inherently hostile and they do not illicit thoughts
in them beyond making
sunrises prettier.
I think that having the Hill Giant
be based around loose soil will work.
Which is a weird pick. Here is
what I mean. First I want to give them a
short-ranged area attack with a Strength based save, the giant will smack up
loose soil, stone, and earth from the ground in a wave that might bury those
caught in it. This temporary burying
will allow the giant to move up and pummel those opponents who are now at his
mercy. This ability will be called “Dirt
Storm” and require the giant to be on unworked ground in order to use it.
Next, I want to give the Giant a means
of recuperating to keep the players from simply playing hit and run with it, wearing
the thing down. The ability, “Rub Some
Dirt on It” will allow the Giant to rub themselves down with soil to regain
hit points and shore up their defenses.
Taking a minute to rub themselves down with loose soil allows them to
cure up to a quarter of their full hit point total (26 for a typical Giant). A quicker use of this ability in combat
grants 10 hit points and a +2 to armor class for a round, picture the giant
drawing up the earth around them to create a layer of soil skin (like a super-fast
day at the spa) for rejuvenation.
Last thing to add is to make its
rocks more interesting. All giants in
the Monster Manual throw and catch rocks as a sort of traditional thing, it is
an okay thing, but I would like to start the tradition of making the rocks
different from one another in a variety of ways. Hill Giants should throw massive Dirt Clods. When these hit they do less bludgeoning
damage that a full-on rock, but they have the added benefit of shattering into
a blinding torrent of soil. In fact, a blinding
effect for hitting people with soil would also work for the first ability, “Dirt
Storm”.
This all combos together nicely,
the Giant can blind people who are far away, so they can’t shoot at him, those
who are a medium distance away might get buried and blinded allowing him plenty
of advantage and closing with him means that you have to deal with his
devastating club. He is still a meatball
in lots of ways. The melee attacks are the
most damaging and they are likely to hit.
But giving him alternate attacks will allow the DM to make decisions
that have more impact on the game.
Here is a link to a PDF type thing. |
Now to introduce one last aspect of
dynamic monster action: Levels of Success/Failure. The giants abilities have the potential to
impose status effects on the players, and the players should have different
levels of being hit by the attacks. If a
players fails a save by 10, they should be buried deeper and be blinded longer,
a little less when missing by 5, only momentarily knocked down when you barely
miss. Here is a little chart to help,
and I recommend making these for your own encounters to give some more dynamic
outcomes to each save in an encounter.
The Blinding affect in the stat
block lists 1d3 rounds of being blinded, with the gradient chart this 1 to 3
rounds is a reflection of how much the player failed the save. Burying is a straightforward process in the
stat block, here it can be debilitating, causing weapons to be lost in the soil! Be careful with this level of punishment, as
it makes the Earthen Hill Giant potentially much tougher.
Suggested Encounter
The Earthen
Giant’s key abilities of Dirt Storm and Rub Some Dirt on It, both
require access to loose soil. This means
that the players gain a clear advantage drawing the monster into an area with a
worked stone or paved floor. If there is
no dirt to throw then the Earthen Hill Giant is just a weaker Hill Giant.
I picture a
ruined city where there are large sections of paved road on which the Giant’s abilities
would be blocked, while most of the city is just soil and ruined
buildings. Having the players have to
taunt the giant into an area where the ground is impermeable ground cover would
give them a smart way of limiting the monsters ability allowing a group of
lower level characters to get a drop on the monster.
They could
even lay a trap by casting an illusion of soil over a paved area allowing the
giant to waste a turn trying and failing to use one of its abilities. And then
having to make a save to even figure out why the ability failed and if they
fail to break the illusion they might try and fail again.
Conclusion
What do you
think? Do these changes make the Hill
Giant more interesting? Or are they options
and augmentation that you think are pointless?
Do you think the changes make the Earthen Hill Giant a good CR 6, or
should it be higher? Comment below if
you think I did a good/bad job, and if you would like to see me do more
monsters, or if you have a suggestion for another encounter environment.
Regardless,
I would like to point to Home
Brewery for giving everyone the tools to make their own authentic looking
stat blocks for 5e content. If you would
like to make monsters, check them out.
______________________________
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*(I plan to make this a series, but
I write entries in this blog so rarely these days… who knows?)