“Backstabber” – Out of the Box D&D Encounters #41
Many starting Dungeon Masters struggle with how to make a new monster not already in an existing reference manual. The general advice is almost always “just re-skin it.” That can be tricky when that new monster doesn’t really fit into one category or another. So, in an effort to assist starting DMs, here’s an example of an encounter which blends aspects of two different “monsters” to create a new encounter to keep new and experienced players off guard.
In this example, we take part of the mechanics of “Swarm of Insects” (page 338, Monster Manual) and blend them with “Flying Sword” (page 20, Monster Manual) to create an animated Swarm of Daggers. This new “monster” will mimic some of the aspects of both entries, creating a monster that is neither one entirely.
The key to something like this is to pick two creatures of relatively the same Challenge Rating. It’s also important to remember that when doing this you do not unnecessarily ramp up or tune down the new creature’s abilities without some consideration first. You could, for instance, just create a Swarm of Swords, but this would significantly up the damage potential and thus the Challenge Rating. In this case, we’re trying to make this a new encounter for starting characters, and thus we’re going with daggers instead.
The second step in generating a fresh encounter with a blended monster is to place it in the correct setting and in a way that will take experienced characters off guard. I’m a big fan of altering perceptions or challenging preconceptions, so creating something like this is key to establishing those preconditions where change is possible. A Swarm of Daggers might very well mimic the appearance of a “Cloud of Daggers” spell (PHB, page 222), so immediately experienced players will start looking for a spell caster who might be concentrating on this spell. Imagine the look on their faces when the “cloud” starts to move toward them …
Now, a single Swarm might not be much of an encounter, so we’re going to add a trap as well. To make things fun, we’re going to make that a pit that moves magically and randomly. This will blend a CR 1/4 with a CR 1/2 and then adds a minor Trap to take that CR closer to a full total of 1. Even if this CR is still a little low, it will accomplish two things:
First, it will establish that things might be a little different from here on in.
Secondly, it will demonstrate that even encounters below a party’s level not be something to take for granted.
Can you tell I come from a tradition where “Funhouse dungeons” were the norm?
Environment: Dungeon
Suggested level: 1-2
Description: The players, in their efforts to explore the confines of a dusty dungeon or crypt, will come upon a square room 30’ on a side and with a 10’ ceiling. A passageway opens on the far side and two closed doors are in the center of each wall to the left and to the right. The doorway behind you spills into the center of the near wall and is exactly across from the open passage beyond.
Two things of note are evident.
A cloud of spinning, whirling daggers flies and darts in the dark opening to the passage across from you. They dart and twirl in this shadow like hungry mosquitos in the shade of a tree in the summer sun.
In the very center of the floor in front of you is a full 10’x10’ square pit or shaft – from your current angle it’s hard to see the bottom. The walls inside the pit appear to be painted in yellow and black stripes for some unknown reason.
Once all the members of the adventuring group are within the room, the entry door will slam shut and lock. For those willing to pick the door lock, it requires a DC:15 and proficiency in Thieve’s Tools. For a solution with less finesse, the door has an AC:15, Resistance to Piercing and Cold damage, and takes 18hp of damage to destroy. That’s just in case they choose not to move forward and deal with this room. Refusal is just one of those things a DM has to deal with.
For those who are in the room, the following event unfolds.
The pit will then move, as if by magic, like somehow the stone around it were malleable and the opening of the pit could slide from square to square. The players, at this point, should roll initiative. The pit will act on initiative count 15. The Daggers will act on 14.
On every turn where the Pit will act, roll a die. Initially roll 1d8 and count clockwise around the pit, starting at the front facing the players. The Pit will move into that 10’x10’ square. If the Pit moves into a square against a flat wall, the next time it moves, roll 1d6, ignoring and re-rolling 6s, determining the 10’x10’ it moves as before. If the Pit ends in a corner, roll 1d3 (a d6, but you count 1-2 as 1, 3-4 as 2, and 5-6 as 3), and use the same method.
If the pit moves into a square where one or more player characters are located, they must roll a Dexterity (DC: 13) saving throw or fall in, taking 1d6 Bludgeoning damage. Of course, standard rules for jumping over a 10’ Pit apply, but the players should be careful not to jump where a Pit might move.
The Swarm of Daggers will attack a random character in the room, unless someone tries to escape the room. In that case, the Swarm of Daggers will attack the first person trying to escape the room, even if it means changing opponents or risking an attack of opportunity.
Combat will ensue thusly until one of two conditions are met – the Swarm is destroyed or everyone escapes the room. If the Swarm is destroyed while all characters are in the room, the Pit will cease to move and remain in its current square. If everyone escapes the room and the Swarm is not destroyed, it will return to it’s original place and the Pit will return to the center of the room. Re-entering the room will begin the entire event again. Unless the Swarm of Daggers has been reduced to 0 hp (and therefore destroyed), it will reform to full hit points at the dawn of the next day.
Monsters: Swarm of Daggers – Use Swarm of Insects as a base. Use the Attributes and hit points of the Swarm, but give it the AC, move,damage immunitties, condition immunnitties, senses, and languages of Flying Sword. It’s monster type and size will be “Medium swarm of Tiny constructs, unaligned.”
“Swarm of Insects – page 338 of the Monster Manual
“Flying Sword” – page 20 of the Monster Manual.
Treasure: None (not every encounter needs treasure, sad but true)
Complications: The greatest complication of this would be the potential lethality of this encounter at lower levels. Reducing the Swarm to at least 50% hit points to reduce its damage, as well as avoiding the pit, are essential. This is the sort of task, especially at lower levels, that will either make or break a party. Groups that work well together and stay focused will succeed early on, whereas a group that tends to split up and run around will likely suffer one or two casualties at least. A DM should not be disheartened by this. Sometimes a player needs a bloody nose to realize the adventuring world is a dangerous place – and that’s okay. They will become smarter for it, or will become really good at rolling characters.
Hopefully this style of “some from column A, and some from column B” encounter building will inspire creativity in both the DM and the players. Good luck!
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Kenny
February 24, 2017 at 6:56 amNice idea! I’ll probably use a variation of this for my higher level campaign. I like reskinning or adding abilities from one monster to another to keep my players on their toes. A tribe of goblins with the fire breath from a chimera (scaled for the party level), flying mimics, blinking owlbears, etc.
William.B
February 25, 2017 at 6:31 amDamn blinking Owlbears flying mimics your brutal. (all sound cool)