Monday, February 14, 2022

Scary 5e Monsters

Compared to early editions of the game, 5e player characters have it easy. They heal all damage overnight.  They have lots of spell slots. There are no more undead draining experience levels forever.  No rust monsters thrashing magical armor. No Fireball melting magical items. No more instant death at 0 hp. The game provides rules for "balanced" winnable encounters, and monsters on higher CRs struggle to challenge the player characters. With death saves, Healing Word, and Revivify, death  quickly becomes unlikely. 

(If there is one risk here, it is total party kill: individual death after the first two or three levels is so unlikely that players can get careless and fail to avoid or flee an encounter that could wipe out the whole party. Because the assumption is won fights, the rules also make fleeing a deadly fight mechanically difficult, and this can prove fatal.)

How to scare players?

With everything back to healthy and fresh the next morning, damage and even lowered statistics from undead are not scary. To create scary encounters, use monsters that have the potential to permanently mutilate or weaken the player characters. That is what gets the players squirming. 

The variant rule for Lingering Injuries gives every monster the ability to cause quasi-permanent damage. Most permanent lingering injuries require level six or better magic (like Heal) to fix. This makes play in general more high-stakes and scary, and the campaign tougher and grittier.

What is permanent? 

What is permanent depends very much on the restorative magic the characters have access to, which is limited by their level. 

On level one, death is permanent. You do not have the funds or abilities to revive a dead comerade. Other than wounds, you can undo nothing. So everything is scary. Level one is closest to real live. Disease also can be tough.

On level three, characters gain access to Lesser Restoration. Now they can heal diseases, neutralize poisons (and remove permanent magical blindness and deafness, although that rarely happens).

On level five, characters gain access to Revivify and Remove Curse and have more money to buy magical and divine aid, they are a lot more resourceful and resilient. They can cure lycantrophy infections, and undo recent death. They still need to get help from powerful NPC to fix things like petrification, permanent ability damage or raising the dead.

On level nine is a big step up with access to Greater Restoration and Raise Dead. Petrification, permanent Ability score damage and permanent maximum hit point damage can be undone. This is after a long period from level five, and around this level many campaigns start to wind down.

On level thirteen players get access to Plane ShiftAstral Spell, Resurrection and Regenerate so if a monster sends them to hell on a failed save, they are not gone forever from the campaign. And if they lose their limbs, brains or internal organs, they can get them back and live. 

On level seventeen, players finally unlock the top end, with Greater Resurrection and WishNearly nothing is permanent now, you can undo the worst character-mangling mishaps (and that is also exclusively how wish was being used by Gygax and Co. in 1e). Scary here are only the things that even a wish cannot fix, like your soul being destroyed. 

Monster List

Here are monsters from the Monster Manual and MtoF (designated with a +) that have permanent effects in the sense you cannot undo them without the help of spells. Some of them can cause permanent death if the dead are not revived within a few days. The required spells are given in parentheses. LV = Level required to cast curative magic, CR = Monster Challenge Rating

LV   CR
3      1/2 Gas Spore - Spores (Lesser Restoration)
5      1/2 Shadow - Strength reduction to 0 spawns shadow after 1d4h (Revivify corpse)
17    1/2 Gray Ooze - permanently corrodes nonmagical weapons and armor
17    1/2 Rust Monster - permanently corrodes non-magical metal weapons and armor
9      2 Intellect Devourer - Int damage (Greater Restoration), remove brain (Resurrection)
17    2 Gibbering Mouther - absorbed into mouther when killed by it (Wish?)
5      2 Wererat - Lycanthropy (Remove Curse)
5      2 Myconoid Sovereign - Animating Spores (kill and Revivify? will still be fungus)
3/17 2 Rutterkin+ poison (Lesser Restoration), transformation to abyssal wretch (Wish)
5      3 Werewolf - Lycanthropy (Remove Curse)
9      3 Basilik - Petrification (Greater Restoration)
5      3 Mummy - Mummy Rot (Remove Curse)
5/9   3 Bulezau+ Poison (Lesser Restoration), max hp reduction (Greater Restoration)
5/13 Wight - hp max reduction, (Revivify), raise as zombie after 24 h (kill & Resurrection)
5/13 3 Deathlock Wight - hp max reduction, (Revivify), raise as zombie after 24 h (kill & Resurrection)
9      4 Ghost - Possession, (Dispel Evil) or hitting down to 0
        4 Lamia - not permanent but on lower levels Geas can be an issue
5      4 Wereboar - Lycanthropy (Remove Curse)
5      4 Weretiger - Lycanthropy (Remove Curse)
17    4 Black Pudding - permanently corrodes nonmagical weapons, armor
9      4 Dybyuk - hp max reduction (Greater Restoration), Posession?
9      5 Gorgon - Petrification (Greater Restoration)
5      5 Werebear - Lycanthropy (Remove Curse)
3/5   5 Red Slaad - chaos phage (Lesser Restoration, after gestation Revivify)
17    5 Wraith - Create Specter from freshly fallen foe (Wish)?
3      5 Otyugh - disesase (save every 24 h cures or Lesser Restoration)
9      5 Night Hag - reduce hp max (Greater Restoration), on death soul is trapped (Wish)?
9      6 Medusa - Petrification (Greater Restoration)
13    6 Githzerai Zerth - Plane Shift (Plane Shift)
13    7 Mind Flayer - Extract Brain (Resurrection)
2/17 7 Blue Slaad - chaos phage (Lesser Restoration, or after transformation Wish)
13/17 8 Corpse Flower+ - Cropses zombifies (kill & Resurrection), digest (True Ressurection)
13    8 Githyanki Knight - permanently removes with Plane Shift (Plane Shift)
9      9 Clay Golem - hp maximum Reduction (Greater Restoration)
       10 Aboleth - permanently dominates (taking damage gives resaves)
13   10 Death Slaad - Plane Shift (Plane Shift)
13   11 Djinni/Dao/Marid/Efreeti - permanently removes with Plane Shift (Plane Shift)
13   12 Arcanaloth - Finger of Death zombifies (kill & Resurrection)
9/17 13 Beholder - Petrification (Greater Restoration) and Disintegrate (True Ressurection or Wish)
5/13 13 Rakshasa - Dream Curse (Remove Curse), Plane Shift (Plane Shift)
9      13 Vampire - Bite & bury to raise as Vampire Spawn (kill and Raise Dead? or Wish)
5      13 Shadow Dragon - Shadow Breath creates shadow on kill (Revivify on corpse)
        13 Narzugon+ Hellfire Lance lemurizes in 1d4h, then (Wish, or kill lemure & True Ressurection on original body)
5      15 Mummy Lord - Mummy Rot  (Remove Curse)
9/13/17 15 Nabassu+ Soul-stealing gaze hp reduction (Greater Restoration), ghoulify (kill & Resurrection), Devour Soul (Wish)
        18 Sibriex+ Warp Creature Exhaustion poison (Lesser Restoration, or after transformation Wish), Feeblemind (Greater Restoration, Heal, Wish)
        18 Amnizu+ Feeblemind (Greater Restoration, Heal, Wish)
9/?   21 Demilich - Energy Drain permanent Ability Damage, Trap Soul 24 h (no solution)
13/17 21 Lich - Finger of Death zombifies (kill & Resurrection), Plane Shift (Plane Shift), Disintegrate (True Ressurection or Wish)
21 Astral Dreadnought+ Demiplanar Donjon (Plane Shift)
21 Molydeus+ - Imprisonment (?),
23 Juiblex+ Acid Lash (True Ressurection), Eject Slime reduces/destroys armor
23 Zuggtmoy disease Spore Servant (?)
9 26 Demogorgon+ Feeblemind (Greater Restoration, Heal, Wish), Tentacle hp max red
26 Orcus Lair raise dead as Skeleton, Zombie, Ghoul, Animate Dead/Create Undead (kill & Resurrection)


Not on the list:
Various hp maximum reducing undead, as it heals upon a long rest (e.g. Specter)
Cockatrice - Petrification ends after 24 hours





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