What Makes a Monster (Series | Part 2: Designing Monsters)
A Three-Part Series on Making Monsters in ttRPGs
Read the entire series on Monsters below:
Introduction | Part 1 | → Part 2 (Current) ← | Part 3
Introduction
Last time on the Monster series, we talked about the psychology of players and how archetypes can help you deduce what kind of monsters you need for your game.
This time, we’re getting a little more into the weeds about how to structure monsters in a way that adds a bit more grit.
But first, as always, let’s take a look back in history.
2360 Years Ago
In 335 BCE, Alexander of Macedon led his army north into Thrace and Illyria, a year after his father, Philip II, was assassinated at a royal wedding. Proclaimed king, Alexander’s rise angered states like Athens, Thebes, Thessaly, and the northern Thracian tribes.
Alexander quickly mobilized his forces, first marching north to deal with rebellious tribes like the Illyrians, Triballi (who had previously crippled his father in battle), and Getae, before preparing to face Thebes and Athens in the south. One key moment in this campaign was the Siege of Pelium, a fortified settlement in modern-day Albania, controlling a critical pass between Illyria and Macedonia.
Arriving with 23,000 troops, Alexander found Pelium heavily fortified. Matters worsened when Glaukias, an Illyrian chieftain, received reinforcements on the second day, threatening Alexander’s rear. Time was against him—he needed to secure Pelium quickly to prevent revolts in Thebes and Athens. Meanwhile, Glaukias’s forces harassed Macedonian foragers, forcing Alexander to abandon the siege to save his foragers and risk pursuit or leave them to Glaukias and risk his army starving.
Here’s what ended up happening, according to Peter Green, Alexander of Macedon, 356-323 B.C. (1991):
At given signals the great forest of sarissas [pike-like weapons used in the Macedonian phalanxe] would rise to the vertical 'salute' position, and then dip horizontally as for battle-order. The bristling spear-line swung now right, now left, in perfect unison.
The phalanx advanced, wheeled into column and line, moved through various intricate formations as though on the parade-ground - all without a word being uttered.
The barbarians had never seen anything like it. From their positions in the surrounding hills they stared down at this weird ritual, scarcely able to believe their eyes. Then, little by little, one straggling group after another began to edge closer, half-terrified, half-enthralled. Alexander watched them, waiting for the psychological moment.
Then, at last, he gave his final pre-arranged signal.
The left wing of the cavalry swung into wedge formation, and charged. At the same moment, every man of the phalanx beat his spear on his shield, and from thousands of throats there went up the terrible ululating Macedonian war-cry - 'Alalalalai!' - echoing and reverberating from the mountains.
This sudden, shattering explosion of sound, especially after the dead stillness which had preceded it, completely unnerved Glaucias' tribesmen, who fled back in wild confusion from the foothills to the safety of their fortress.
From there, Alexander's Macedonian forces secured the heights overlooking Pelium without any reported casualties among their armored soldiers.
The Illyrian light infantry, holding strategic positions commanding the ford on the Apsos River that ran parallel to Pelium, prompted Alexander to re-establish his camp near the river to secure his operations.
During the crossing, the Illyrians attacked, mistaking his maneuver for a retreat. Still, Alexander countered with a feigned advance, a cavalry charge, and mid-stream archery fire, gaining a secure position across the river.
After three days, Macedonian scouts observed the Illyrians relaxing their defenses, believing Alexander had withdrawn. Acting swiftly at night, Alexander led a surprise attack with his archers, shield-bearers, Agrianians, and Coenus’s brigade, catching the Illyrians off guard and inflicting heavy casualties while capturing many — including Pelium.
Just like the archers, shield-bearers, and Agrianians in the Macedonian army, monsters serve specific roles in encounters beyond the psychological effects they have on players and the story impact they have on the game as a whole. Oftentimes, monsters have stat blocks, strategies, and objectives that aim to confound and halt the player characters’ progress.
In other words, while understanding player psychology and the storytelling impact of monsters—the focus of tomorrow's final post in our Monster series—represents the art of monster design, determining how a monster directly influences gameplay leans more toward the science of the craft.
Goals of Monsters
Every game has a different reason for including monsters. Sometimes, it’s to simulate the fear and danger of war. Other times it’s to provide a tactical challenge for the player characters.
Regardless of the system, however, we can generally outline monsters by their direct goals for the encounter. Not every monster is a big evil villain with continent-spanning plots, just like how not every big evil villain needs to be able to do everything on the battlefield a big bruiser or archer can.
Categorically speaking, monsters play some major roles in encounters. Transparently, these are more oriented towards tactical play, but I try to include some more narrative impacts the roles can have:
Harassment
These monsters use tactics like hit-and-run attacks, ambushes, or psychological warfare to weaken the party's resources or defenses without committing to a decisive battle.
For example, a group of shadowy stalkers might dart in and out of combat, striking at vulnerable characters and retreating into the darkness to avoid retaliation, forcing the party to expend spells or potions.
Soak Damage
These creatures are designed to absorb attacks that might otherwise target more dangerous foes. They typically have high hit points or damage reduction but pose less of a direct threat.
For instance, an earth golem might stand as a lumbering shield for a spellcasting lich, taking the brunt of attacks while the lich casts devastating spells from behind.
Long-Range
Monsters that operate at a distance compel players to enter enemy territory to engage them, often dealing damage before the players can retaliate.
For example, a group of goblin sharpshooters might take cover in elevated positions, pelting the party with arrows, forcing them to navigate traps or difficult terrain to close the gap.
Lightning Rods
These monsters perform actions that shift the balance of battle in favor of their allies, drawing player focus away from other threats.
For example, a harpy might sing a hypnotic melody, granting nearby monsters bonuses (or bane-like effects on the party) while distracting the party from more immediate dangers, like a raging ogre.
Story
These monsters are tied to larger plotlines or objectives and often lead other creatures. Their presence may signify a critical turning point in the story.
For instance, a vampire lord commanding a horde of thralls might also be the key to unlocking a cursed artifact, making their defeat pivotal to advancing the narrative.
Types of Monsters
In most games that facilitate combat, monsters play distinct roles that challenge the party differently, ensuring combat feels dynamic and engaging.
Understanding these roles allows you to craft encounters that balance tension, strategy, and narrative impact. Each role serves a specific purpose, from overwhelming the party with sheer numbers to creating high-priority threats that demand immediate attention:
1. Minions
Role: Create obstacles, provide resistance, and soak resources to protect harder-hitting or more critical foes. They are expendable and often designed to be easily dispatched, sometimes requiring only one hit to kill.
Traits: Low health, low damage, high numbers. Often used to slow or overwhelm the party by sheer volume.
Example: Goblin grunts, rushing the frontlines to absorb attacks while their chieftain prepares a devastating ambush.
2. Skirmishers
Role: Strike fast and first, cause panic or break the party’s formation. These monsters harass and create chaos but are fragile and fall quickly if caught.
Traits: High mobility, high initiative, moderate damage, low health. Effective for disrupting defensive strategies or isolating weaker characters.
Example: A pack of blink dogs darting in and out of combat, teleporting to strike isolated casters or healers before retreating.
3. Artillery
Role: Long-range damage dealers designed to disrupt or destroy from a distance. Their attacks often force the party to divide focus or move out of advantageous positions.
Traits: High damage at range, weaker defensively, positioned in hard-to-reach areas or with obstacles protecting them.
Example: Arcane spellcasting kobolds launching fireballs from atop a cliff, requiring the party to scale the height under fire.
4. Brutes
Role: Heavy hitters or durable tanks designed to deal significant melee damage and soak up a lot of punishment. They can disrupt party formations but are often predictable or susceptible to manipulation.
Traits: High health, high damage, low mobility or intelligence. Can often be lured into traps or disadvantageous positions.
Example: An ogre smashing through the party’s ranks with a massive club, distracted by taunts or baited into hazardous terrain.
5. Lightning Rods
Role: Monsters whose abilities or actions demand immediate attention from the party. They often perform rituals, summon reinforcements, or activate effects that can drastically change the encounter if left unchecked.
Traits: Moderate health, support or summoning abilities, time-sensitive threat that forces prioritization.
Example: A cultist summoning a demon mid-battle, requiring interruption before the summoning is complete, or an undead necromancer raising fallen minions.
6. Leader
Role: The primary boss or commander of the encounter, typically the most intelligent and tied to the story. They give orders, inspire allies, or manipulate the battlefield to their advantage.
Traits: High health, balanced or high damage, often buffs allies or demoralizes foes. Central to the encounter’s narrative.
Example: A cunning lich commanding undead minions, amplifying their abilities with necromantic spells while using powerful magic to control the battlefield — and many battlefields beyond.
How to Know What You Need
The type of monsters you include should reflect the goals of your encounter and the tone of your campaign.
If your game leans away from combat, you can scale encounters up or down to create a "combat is war" feeling, where every fight is dangerous and significant.
On the other hand, if your game emphasizes tactical combat, the roles you choose should align with the encounter’s purpose:
To frighten the players: Skirmishers and artillery create confusion, making it hard to determine how many enemies there are or where they’ll strike next.
To create suspicion or false confidence: Use only minions to present an easy fight, keeping players on edge about an unseen threat.
To prevent an event, such as a ritual: Combine minions, artillery, a brute or two, and a lightning rod to provide layered challenges that demand quick decision-making.
To simulate a true battle: Use the full spectrum of roles and deploy monsters in waves, forcing players to adapt as the encounter evolves.
Looking Ahead at Part Three: Monsters as Storytelling
Allllll that being said, monsters are more than just mechanics! They can be just as integral to telling the story as magical relics, long-lost family members, or corrupt kings.
In the final part of this series, we’ll explore how to use monsters to enhance narrative, deepen player immersion, and tie encounters into the overarching story. Whether it’s a lich driving a larger plot or a lightning rod symbolizing the stakes of a pivotal moment, monsters can shape the story as much as the heroes themselves.
Stay tuned!∎
Read the entire series on Monsters below:
Introduction | Part 1 | → Part 2 (Current) ← | Part 3
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