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DEATH TYRANT: Averting the Undead Massacre
In this scenario, the city has fallen to the death tyrant. * The death tyrant has zombies, giants (ogres, ettins, cyclopes) and possibly other monsters rampaging through the city and setting fire to some of the houses. Continue reading
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BEHOLDER & Ideas For Challenging Pit Traps

No creature prepares for combat like a beholder. The text in Volo’s talked about beholders as impossibly paranoid, with any scenario thrown at them, no matter how improbable, being something they’ve already contemplated and worked out how to deal with. As such, their lairs should be infamous for their traps (more trap ideas later.) And… Continue reading
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BEHIR: Forcing the Players Into Making a Deadly Pursuit
The behir’s strategy is simple. It will ambush the PCs, constrict one of them the first turn, drag them to a safe[er] area if possible, and swallow during the second turn. After that, it will flee through a tunnel. Continue reading
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BASILISK: Exploring the Consequences of Fighting Blind
The base idea behind running a basilisk is running a monster that can’t be looked at without harsh penalties. Fighting a monster without being able to look at it is unfortunately quite complicated. I’m going to break it up into three parts. Continue reading
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BANSHEE: How to Combine Fear and Incorporeal Movement

Suggested setting: A grand manor, with a white marble staircase leading up into it. Manor and staircase and now partially in ruins. When the party enters it is evening, and a storm is beginning outside. Continue reading
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AZER: Turning its Terrain Into a Hazard
The azer are extremely neutral. They won’t seek out a conflict, but they won’t shy away from one either. If the players are coming after them, or if for some reason they need to attack the players, they won’t try to avoid it. Continue reading
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ANKHEG: Four Ways to use for Burrowing Monsters

The ankheg’s preferred style of combat is to burrow, and to attack by coming out of its burrow right under the victim, so that only that one person can fight back at it. Continue reading
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RUG OF SMOTHERING: Setting the Trap
Put one or two spellcasters or archers on the far side of the rug. Leaving the area free of enemies and obstacles will give a hint about the trap being there. Continue reading
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FLYING SWORD: Having it Defend or Take Down a Bridge
I’m going to begin with a rope bridge, and an objective on the other side of the bridge. I would suggest some kind of power stone that is helping the enemies Continue reading
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ANIMATED ARMOR: How to Make the Mundane Special
One of the main rules of animated objects, and animated armor in particular, is to let the players see it, and get used to it, in its non-animated form. That way, when it does animate, if feels a lot more magical, mystical. Continue reading
About Me
I’ve been a DM since I was about 10 years old. (Not of D&D, admittedly, but still.) After growing bored of fights that were all the same, dungeons heavily populated by one monster type, and a general shortage of ideas, I figured I’d embark on my own trip through the Monster Manual, one monster at a time. Feel free to join the quest.