What Makes a Monster (Series | Part 3: Monsters as Storytelling)
A Three-Part Series on Making Monsters in ttRPGs
Read the entire series on Monsters below:
Introduction | Part 1 | Part 2 | → Part 3 (Current) ←
Introduction
So far, we’ve discussed the effects monsters have on players and how to prepare monsters via their abilities and objectives for encounters.
Now we’re looking at what a monster means in a story and how different monsters can change the story in subtle or major ways. A monster in one story may not mean the same thing (nor draw from the same literary or media background) as in another story.
You don’t have to look far to find a “monster” whose story has shifted dramatically throughout history — Medusa is the perfect example.
In Greek mythology, Medusa is one of the Gorgons, a trio of sisters with hair of writhing snakes and a gaze that could turn onlookers to stone. Medusa, however, stood apart from her immortal sisters, her mortality making her uniquely vulnerable.
In Hesiod’s Theogony (c. 730–700 BC), she and her sisters, Stheno and Euryale, are described as fearsome beings dwelling at the edge of the world. Medusa’s death at the hands of Perseus is celebrated as a heroic triumph, a classic tale of good conquering evil. Armed with gifts from the gods — including a polished shield from Athena and a harpe sword from Hermes — Perseus decapitates Medusa and uses her severed head as a weapon, her gaze still retaining its petrifying power even in death.
Nearly 800 years later, the story changes.
The Roman poet Ovid, in his Metamorphoses (8 CE), recounts how Medusa was once a beautiful maiden — not a monster — desired by many. Her transformation occurred after Poseidon raped her in Athena’s temple. Cruely, Athena punished Medusa for desecrating her sanctuary, cursing her with her monstrous form.
Two millennia later, Medusa has been reclaimed as a symbol of feminine strength and defiance in the modern era. Feminist reinterpretations view her as a figure of resilience — an icon for those silenced or vilified for their rage. Her petrifying gaze has been reframed as a source of empowerment, a defense against those who seek to harm or dominate her.
From ancient texts to modern reinterpretations, Medusa has come to symbolize vastly different things across many different stories — monstrosity, victimhood, power, and transformation.
Why Select Certain Monsters
Although selecting a creature is partially about setting a challenge for the players, it’s also about what it represents in the context of your narrative.
A dragon, for example, might symbolize greed and dominion, while a ghost can evoke themes of loss and unresolved guilt. Think about what the monster embodies and how it complements the themes you want to explore.
Monsters also highlight the setting and metaphorically represent things that can be encountered there. An aboleth lurking in the depths reinforces the ancient mysteries of the universe, while monsters from the cosmic far realms represent that despite humanity’s best intention to understand the world it inhabits, there are things out there that are better left unpursued.
Every monster tells a story before it’s even encountered.
What a Monster Means
A vampire might represent power and temptation, while a troll guarding a bridge could reflect greed or gatekeeping.
The meaning of a monster is shaped by how you present it. Is it a mindless predator, or does it have goals, history, and motivations?
Consider how your monster relates to the players and the world. Is it a remnant of a forgotten war, a cursed guardian, or a creation of their own mistakes?
Is it a mirror of the players themselves?
In a classic hero’s journey, a monster might be the final test of the protagonist’s strength and resolve. In a tragedy, the monster could symbolize the unavoidable consequences of a character’s choices. A survival-horror campaign leans on creatures that instill dread, while a whimsical adventure might call for more eccentric or comedic foes. A monster in a mystery plot could be a puzzle to unravel, while one in a revenge story might have a personal connection to the characters.
Match the monster’s presence to the narrative’s purpose to keep the story cohesive and engaging.
Pitfalls to Avoid
If a creature exists solely to fill space on the map, it feels disconnected and forgettable. Every monster should serve a narrative purpose, whether it’s deepening the lore, challenging the characters, or reflecting the campaign's themes.
That being said, while nuanced foes are compelling, players will get bogged down if every creature has a tragic backstory or moral dilemma attached. As we mentioned in a previous article, the last thing you want is for your characters to question the motivations of every single creature they encounter.
Or maybe you do want them to do that! The point is that what the monsters serve should be at the forefront of your mind regarding the story you’re trying to tell.
Lastly, don’t feel like you need to reinvent the wheel. A dragon guarding treasure is a classic image — there’s a reason why people call them tropes. If they were bad, they wouldn’t be ubiquitous. You can change things as you see fit to fit your story, but don’t go into it thinking everything needs to be totally remade.
What did you think about this series?
Generally, I write articles as one-off topics or things to revisit at some point in the far future. This week, however, I tried something I’ve only done once before — writing a series on one topic and trying to break it open like an egg on a hot pan.
Did you find it helpful? Was it a chore to read three different articles on the same topic? I’d love to hear your thoughts on what I could improve, things you enjoyed, or just to hear from you!
Next Tuesday we’re going back to the basics with a new article on something that everyone can use some advice on: Downtime!∎
Read the entire series on Monsters below:
Introduction | Part 1 | Part 2 | → Part 3 (Current) ←
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Space Pirate
I loved the 3 part especially releasing them quickly. Great topic, great ideas and tips. I’m trying to figure out how to make mine scarier for my players. I’m not sure if it’s me or the players. They don’t seem very anxious when monsters pop up. Maybe I need to pitch my voice a little different and show anxiety and show that these guys want to kill you? Or show urgency?
Honestly, I like the 3-part formula but it was also on a topic I consider quite relevant to my current interests so maybe YMMV? And theres always value in single articles. Either way, this was a fun set of reads and I'd do it again. I'll probably be coming back to this series when building monsters to see where inspiration and guidance can strike the hot iron. Thanks!