Dissecting Monsters: The Defiler's Creature from “Better Than Any Man”

Art by Jennifer Rodgers

=The Defiler’s Creature=

Armor 17, 3 Hit Dice, Movement 180’  ground  240’  leap,  1 bite  attack  doing  1  Hit Point  of  damage  per depth level plus swallows whole, Morale 12.

The Defiler’s creature is the size  of  a  pit  bull  dog  and  hops along  on  its  two  legs.  It  can  only attack with its lower mouth (its barbed tail is a sexual organ which it will not use in this dimension, while its upper mouth merely recites  Chaucer’s  Canterbury  Tales  in  Spanish). On a successful hit, the creature will do 1 Hit Point of damage and swallow its opponent whole, no matter the size difference between them.

Inside the creature, a swallowed victim will find an identical creature with the same starting stats. This creature will do 2 Hit Points of damage on a hit and swallow the victim whole, which will result in facing another creature inside which will do 3 Hit Points of damage on a hit and swallow the victim whole, and so on and so on.

Killing a creature after being swallowed causes a character to be vomited up to the next higher level to face a new creature doing  one  less  Hit  Point  of  damage  per  hit  (unless  vomited back  into  the  real  world,  in  which  case  the  original  creature will be the opponent). The creature has infinite stomachs, so multiple  characters  swallowed  by  the  creature  will  face  their own individual “creature trees.”

If the original creature in the real world is killed, the creature indeed  dies,  but  all  of  its  internal  organs  vaporize,  killing  all who were still within it.

The most notable thing about the Deflier’s creature is how funny it is. The mouth that recites Chaucer in Spanish, and the scary barbed tail which is completely useless as anything other than a sexual organ are both pretty funny. Although from a play perspective, they’re unlikely to come up, so they’re mostly intended to amuse the reader / GM, rather than the players. (Though I suppose the GM should mention that one of the mouths is constantly speaking, and if any character speaks Spanish, that could make for a pretty amusing revelation). A pit-bull sized creature swallowing humans whole is also pretty funny, and also serves as a useful misdirection. If the players have encountered any of the other monsters from this module, they’ll know to expect some kind of treachery.  But they’re unlikely to expect quite what they get.

Really, this creature is quite easy to defeat. It has good movement speed and could easily escape from the players, but with a morale of 12 that’s unlikely to occur unless the creature’s mistress recalls it. Its AC is on the high end, but is hardly un-hittable, and with a measly hit dice of 3 it won’t survive more than a few solid attacks. The strength of it lies in its ability to divide the players.

On any successful hit, a PC is separated from her fellows. If the creature is in single combat against a mid level fighter, that’s no problem. The fighter’s HP pool, armor class, and ability to hit consistently will make short work of the creature. But if the fighter’s party is nearby, the creature’s 240′ leap ensures that no one can easily escape from it. Less martially oriented characters have much less chance against the lower iterations of the creature, and the encounter against this otherwise simple enemy could quickly turn ugly. Divide et impera.

Dissecting Monsters: The Watcher's First Creature from "Better Than Any Man"


Art by Gennifer Bone

=The Watcher’s First Creature=

Armor 12, 6 Hit Dice, Movement 30’ fly, no attacks, Morale 12.
This is a tendril-growing eyeball imprisoned in an electrified gelatinous shell in the shape of a seven foot cube. And it flies.

The cubic creature can read the thoughts and memories of anything it looks at, including knowing what inanimate objects have done and what has been done to them. It is not able to communicate with humans however, so when it learns something that The Watcher (or anyone else) should know, it has no choice but to mime its message… difficult when one’s body is an eyeball surrounded by a mass of flailing tendrils and encased in a large cube.

As  one  might  expect  by  the  lightning  constantly  striking  across its insides, hitting the cube with a metal mêlée weapon is a bad idea. However much damage is inflicted on the creature, the attacker also takes that much in electrical damage (save versus Magic for half damage).

When struck, the creature also shoots a tendril out at the attacker (which  plugs  the  hole  in  the  shell,  preventing  caustic  liquid  from escaping). The attacker must save versus Paralyzation or the tendril wraps around both the weapon used to attack and the arm(s) holding the weapon. This will not only immobilize the arm(s) and prevent the attacker from making any more attacks, it will also prevent the character from moving away. Anyone entangled in the tendrils like so will also be affected if the creature is attacked and discharges electricity.

The tendril itself is Armor 17 (and metallic, so striking it causes a discharge), 1 Hit Die.

Those attacking the creature with missile weapons will also have tendrils grab them, but the tendrils grow thicker with distance; add 1 Hit Die per 20’ distance of the attacker.

The creature will let its tendrils loose only when those entangled have dropped their weapons, have surrendered, and there are allies waiting to take the prisoner into custody.

If the creature is destroyed, it will explode doing 6d8 damage in a 10’ radius, 5d8 damage out to 20’, 4d8 to 30’, etc. Save versus Breath Weapon for half damage.

Something I really love about Raggi’s publications is the way he skillfully integrates a sort of nonsensical silliness into everything. Sometimes it’s overt, as it is with Twinkly in “Fuck for Satan,” or as it is with The Defiler’s creature, which I’ll get to soon. Here it’s a little more subtle, with a creature who can know everything about anything it looks at, but is completely incapable of sharing that information reliably. I can just imagine how frantic it would look trying to get someone’s attention. “These aren’t just random tentacle wigglings, I’m trying to tell you something!” I would have a lot of fun explaining weird tentacle motions, and watching my players try to decipher their meaning. I may need to come up with a reason for a similar creature to appear in one of my games as an ally of the players, just so I can have that opportunity.
In combat, this is perhaps one of the more straightforward beasts described in this series. “Hit it until it is dead” is a perfectly viable strategy. And while there are roadblocks which prevent that task from being easy, none of them are liable to overwhelm the players immediately. Players foolish enough to use metal weapons will take damage equal to that they inflict, but unless they’re low level they’ll probably survive this once. And even then, it’s the consequence of a mistake, and they receive a saving throw. So that’s quite generous.
The entangling attack the creature has similarly tame. It restricts the players actions, which could lead to the player being harmed by others, but is not in itself directly harmful. It would be a small matter to stop, destroy the tentacle, and retreat. Interestingly, the tentacles are much more challenging for those who attack from range, which is a great trick. It turns the tables on what is often assumed to be a ‘safe’ strategy.
The explosion when the creature dies is somewhat problematic for me. It’s also the only real threat this creature poses. It functions like a trap. One which can easily be deadly, and the player receives no sufficient warning of. Add to that the fact that the players are incentiveized by the mechanics discussed above to move into melee range where the damage they take will be greater. Note also, however, that every single way in which this creature causes damage is reactive. If the players leave it entirely alone, then at the very worst it is a spy who cannot effectively communicate with its master. Bearing that in mind, it could be argued that the PCs deserve whatever fate they bring upon themselves.
None the less, I think it’s important to describe the creature’s appearance and actions in a way which hints at the potential danger of destroying it. It’s (essentially) a glass cube filled with acid.* When that glass is cracked, and a tentacle shoots out to plug the hole, I would say something to the effect of: “One of the tentacles inside the cube moves impossibly fast, shooting out to plug the hole and grab at you. But it’s not fast enough to stop a squirt of green liquid from leaving a smoking black mark on the ground.”
*At least, this is how I read it. The initial description makes it sound as though the gelatin which surrounds the creature is of a single consistency: a gel. Later, though, it’s stated that the outer shell needs to be plugged by tentacles to prevent “caustic liquid” from escaping.

Dissecting Monsters: The Watcher's Second Creature from "Better Than Any Man"

Art by Gennifer Bone

-The Watcher’s Second Creature-

Armor  immaterial,  10  Hit  Dice,  Movement 180’ fly, 1 tumor attack (see below), Morale 12.

The creature attacks by willing a tumor to grow in a target within 100’, and it accomplishes this with a normal to-hit roll. Targets which are hit grow a tumor of some size. Roll 1d4 to determine this tumor’s “size factor.” This is the amount of encumbrance points the tumor adds to the target and the chances in 6 that, when the character is successfully attacked, the attack hits the tumor.

If  a  tumor  is  hit,  the  character  takes  normal  damage from the attack plus the same damage again as the trauma causes the tumor to release toxins into the character’s body. (This will happen every time  the  character  is  damaged  by  an  area  effect  attack  as  well.)  Then  the
victim must make a saving throw versus Poison, or suffer 1d4 more points of damage.

Keep track of the damage the character suffers due to those failed Poison saves. When the amount cumulatively suffered by that specific type of damage (even if some is healed along the way) equals the character’s maximum Hit Points, the character is taken over by the tumor and transforms into a living mass of cancer. Game over.

The  victim’s  tumors  have  eyes  all  over  them  in  the  same  manner  that the creature itself does. The creature can see out of the eyes on its victims’ tumors.

A tumor can be reduced in size each time a healing spell of any type is specifically cast on the tumor—for each 6 that comes up on the die rolls for the healing spell, the tumor shrinks one size. Such applications of the healing do only affect the tumor and do not heal damage. If a character is exposed to radiation, a saving throw versus Poison will also shrink a tumor one size. Time may also change the size of a tumor. Every month the character should save versus Poison. If the save is successful, the tumor shrinks a size, if the roll is less than half of what would have been needed, the tumor grows one size. When the tumor is at size factor zero, it is gone permanently.

The creature does not technically exist by any measure other than “I can see it!” and so it may sense and move through solid objects as if they were not there. Physical objects pass through it and existing on six dimensions simultaneously (none of them this one except as a mirage) it is even immune to all magic.

The creature is itself harmed by magical attacks made against the tumors of its victims, including physical attacks made with magic weapons. These attacks do damage to both the victim and the creature.

This beast is almost more of a force of nature than it is a monster. Encountering it is like encountering an avalanche or an erupting volcano. The most sound strategy is to flee from it. If you try to fight something like that, you end up buried in snow, melted to slag, or in this case, riddled with cancer.

James Raggi, “Better Than Any Man,” Pg. 20

The Defender’s second creature isn’t quite as invulnerable as it might seem at first. Like other monsters from this series, there is an obscure trick which allows it to be defeated easily if the trick is discovered. Unlike the other creatures, that trick is really the only way to kill the thing. Nothing else will work. In most cases, I would say that’s poor monster design. A game of “guess what the GM is thinking,” which is never fun.

However, there are a few mitigating factors here. First, the creature has no real attacks. It can create tumors, and the tumors are dangerous, but they’re more of a long term danger. The players have as much time as they need to think about the tumors, and what to do with them. The only time the tumors actually put the character’s life in danger is when the character is the subject of attack. And if the character is being attacked, then their life is in danger anyway. The cancer is more of an imposed vulnerability than it is an attack.

Second, the creature’s completely immaterial nature (literally nothing in this world seems to exist for it) should make it very quickly obvious to any competent group of players that they need to retreat. When the players are informed that their weapons pass through it as though it were an illusion–as do their spells, magic items, and other methods of attack–then if they don’t retreat to reassess the situation, they’re being foolish. Likely some member of their party will be cancerous by this point, but as stated above, the cancer isn’t really that dangerous unless the group decides to ignore it entirely.

And once the players do flee from this beast, the fact that the eye-covered cancerous growths look very much like a corporeal version of the creature they just fled from seems to me a very good indication that they should stab it.

One thing I’d be curious to know is how much of the treatment information the players ought to be able to find in their world. If the cleric says “I want to try to cure this cancer, how do I do that?” should the GM tell them that casting healing spells directly on the tumor might have some effect, or is that something the players need to decipher for themselves? Personally, I’d tell my players that sort of thing, but I wonder if that is what was intended.

This is easily my favorite monster from the module.

Dissecting Monsters: The Defender's Creature from "Better Than Any Man"

Lets go!

The Defender’s Creature

See the description for statistics. Morale 12.

While the creature appears as a brain resting in a tentacle-laden pod, it is actually an adaptive creature which drains the abilities of those around it in order to have any abilities of its own.

This draining of abilities is applicable to whoever and whatever is near (within 100’) and takes them for itself and its master. The character or creature with the best Armor rating loses it and both the creature and The Defender instead have it. The character or creature with the weapon doing the most damage loses it and the creature and The Defender instead have it each. The character or creature with the fastest movement becomes unable to move and the creature and The Defender instead have that movement capability. The character or creature with the most Hit Points loses them (being reduced to 1d6 Hit Points), and the creature and The Defender instead have them as their Hit Points each.

Special abilities or attacks are likewise absorbed. Any character or creature with Magic-User spell capabilities loses them, and the creature and Defender instead have the spell capabilities between them. Cleric spell ability is not absorbed.

Once an “absorbed” character or creature moves out of the 100’ range of this ability, they regain their abilities and the creature and Defender lose them (although spells cast by The Defender, or the creature, are still expended).

My first impression of The Defender’s Creature was that it was a pain in the ass. So much bookkeeping! Everybody announce the amount of damage your weapon does. Uh oh, two people have weapons which deal the same damage? Um, do either weapons have tie-breaking special abilities? What about speed? Everyone is playing a human with 120′ speed, so I guess we randomly determine someone to be stuck, yeah?

Buuuuuuut despite some minor frustrations at the start of this combat, the effect it has on battle is (I think) a very interesting one. If the PCs attack this creature, they lose all of their best abilities, quite literally. Abilities which likely formed the basis for any typical attack strategy. The beefy fighter who normally charges in to protect the casters suddenly has less HP and less armor than the party’s magic user. And the party’s magic user, lacking her spells, is reduced to attacking with sticks and stones.

If this comes as a surprise to the party, their immediate response should probably be to retreat. Unfortunately, one of their number (either the fastest, or just a random person if they all have the same move speed) cannot move under their own power. The party is forced either to abandon their companion, or attempt to carry her while under assault by two creatures wailing on them with the fighter’s badass magic sword.

Just now I notice that, interestingly, the creature’s description doesn’t say that this effect only occurs when it is attacking. It merely says that it draws abilities from everyone within 100′. Within the context of the module, the creatures obey their masters perfectly (thus why all of them have morale 12), and it is entirely possible for the players to encounter their masters (known as “The Seven”) on friendly terms. So, when the party arrive to have a friendly discussion with The Defender, the magic user loses her spells, and the fighter’s HP and armor class drop. That’s a curious detail–a warning to let the players know that engaging this creature is dangerous.

Also interesting that, like The Provider’s creature, there’s a very simple, hidden way to kill this creature with ease: make sure there’s no one within 100′ of it. The description is explicit. It drains the abilities of those around it “in order to have any abilities of its own.” A generous interpretation of this would leave the best completely vulnerable. Unable to move or fight or avoid attacks. As I read it, though, the monster wouldn’t even have HP if there was no one at all within 100′.

The moment it is alone, it dies. I like that.

Dissecting Monsters: The Mother's Creature from "Better Than Any Man"

You may have noticed I didn’t post anything last week. That is because I was dead. Or at least close to it. I did very little with my time aside from trying to take breaths between coughing fits. I did manage to work in some “holding my head in the vain hope that it stops pounding,” but that isn’t exactly blog-worthy, you know?

But now I’m only mostly dead, and that’s well enough to get back to work.

-The Mother’s Creature-

Armor 14, 5 Hit Dice, Movement 30’, 1 limb attack doing really weird things (see below), Morale 12.

This creature appears as a human torso with arms in various stages of bone coverage poking out of it in all directions. It even walks on a pair of its hands. It has a head, stuck sideways on an exposed spine. Its limbs, not being attached to its torso by a firm skeleton, can attack targets up to 50’ away. On a successful hit, it does no damage, but instead attaches a new human arm to the character in a random location.

If the creature is damaged and it successfully attacks, it will instead take the arms of the persons it targets, one arm at a time. This does 1d8 Hit Points of damage to the victim, who must then save versus Paralyzation or go into shock. Adding the arm into its collection will restore 1d8 Hit Points to the creature.

The new limb is instantly wired into the character’s nervous and circulatory systems and is for all intents and purposes a new permanent limb. The character will not know how to control it, however, and it will flail and thrash around as familiar thought patterns, conscious and unconscious, now lead to unpredictable results. In response, familiar body parts will operate less effectively as the body attempts to compensate. The character will suffer a 1 point Dexterity modifier penalty for each limb added. The modifier can be restored at a rate of one point per week as the character learns to use his new limb(s).Note that current equipment can be destroyed by the attachment of a new arm. An arm being stuck into a character’s chest or back will destroy armor worn, for instance. On the plus side, extra arms means that a character can have more equipment to hand, carry an extra shield, or even wield a weapon—once they are under control, that is.

First off, the appearance of this creature cannot be undersold. If you’re flipping through the pages of the book, glancing this piece will make you stop. Even writing this now I find my eyes drawn away from my screen to the book sitting open on my desk. This monster scares me. It’s a rare and glorious thing. Most monsters, including The Provider’s Creature, look the way I’d expect a monster to look. Even if their appearance is entirely unique, they follow some unwritten formula for creating a monstrous creature. But this fucker looks like he comes from some forgotten childhood nightmare. Something you can never quite piece together in your mind, but which unsettles you none the less.

Mechanically, there’s really only one interesting thing about this creature, but that thing is complex and requires a lot of dissection.

First, this creature has no basic attack. No bite, or claw, or even the ambiguous “slam” attack. It has only its own special ability. And while this may not be appropriate for every monster, it seems to me an underutilized idea. If a monster can do some strange crazy thing to its victims, focus in on that. Many creatures we hear about in stories prefer to kill in their own special way, and won’t resort to biting and kicking.

Second, the creature only deals damage when it’s wounded. It can certainly attack aggressively, and cause serious inconvenience for those it targets. But aside from a temporary dexterity penalty and some potentially damaged equipment, the Mother’s Creature causes no harm until it itself is harmed. This gives the players a curious way to defeat it: don’t fight it. Once they start fighting it, the bastard can start immobilizing party members and causing serious damage. It’s a kind of hidden trick which the players might figure out which makes the creature pretty non-threatening. I like the idea that while a monster can be defeated using traditional methods, there’s also a much simpler method which requires very little effort, but may be difficult to figure out.

Third, while having an extra arm growing out of your knee is sure to make people wary of you; will cost you a lot of silver in equipment repairs; and temporarily gives you a penalty to your dexterity; it’s ultimately beneficial. People are wary of adventurers already, more silver can always be plundered, and if your character survives a few days the dexterity penalty will go away. After that, you’ve got a kickass third arm which can hold a second shield to protect your lower half, or wield a sword to make your opponents wish they could protect THEIR lower halves. The idea that an encounter with a monster could leave you better off for having suffered its attentions is enticing.

Fourth and finally, this creature is just as likely to leave you alive and armless as it is to kill you. At higher levels, it’s actually more likely to leave you alive an armless than it is to kill you. I like that. I’ve become very fond of high mortality play in the last few years, but there’s no reason every monster needs to be a life or death encounter. Some could be encounters like this one where a character may end up useless (and therefore functionally dead). Others may have a worst-case outcome of a character being severely impaired, but still playable. And, occasionally, there’s no reason a monster couldn’t simply be a theme park ride. A very scary experience which, in truth, has very little chance of causing any harm.

Dissecting Monsters: The Provider's Creature from "Better Than Any Man"

Something I’ve been doing a lot of lately is finding monsters, particularly from books people seem to like, and dissecting them to find what I like, what I don’t, and how I cam make monsters which are as good or better. Nifty content for a blog post, save that it would pretty much require me to post someone else’s content. But the other day I had a bright idea. See, the monsters which really elevated my perspective on monster design were those found in James Raggi’s “Better Than Any Man” module. Those are the monsters which really started my mind working, and helped me make the decision to start this project off in earnest. They’re also from a module which is free! So I asked for Raggi’s permission to post the creatures from that book, he gave it, and here we are.  I really do recommend you download Better Than Any Man, And if you are so inclined, toss a few bucks at it before you download it. It’s worth more than a lot of other books I’ve shelled out cash for.

And while I’m telling you how to spend your hard earned money, hurry up and fund the LotFP Referee Book IndieGoGo campaign! It’s already fully funded, but by the time this goes up I think there will only be 2 days left. So if you want to be a part of improving the book, your time is limited. I highly recommend it.

Now, lets get on with it:

-The Provider’s Creature-

Armor 17, 6 Hit Dice, Movement 30’, 1 tentacle attack for every mêlée opponent doing 1d10-(number of opponents) damage each, Morale 12.

The Provider’s creature is a ten foot tall thorny tentacle monster that behaves as a magic receptacle. When a Magic-User spell is cast at it (and it must be at it and not just the creature being within the area of an area effect spell), the spell does not leave the caster’s mind, but the creature gains the ability to cast it once a day, effective immediately. This effect is cumulative. The spell does not actually affect the creature.

The Provider has been casting her “Create Food” spell at the creature every day, and so as the adventure begins it can cast the spell ten times per day, thus “feeding” one meal to 300 people every day. It is often all those people eat.

I thought I’d start off with one of the simpler creatures. It’s a slow (human standard is 120′) moving land octopus with barbs and a wicked beak. There are really two interesting things about it.

First is its attack. “1 tentacle attack for every melee opponent doing 1d10-(number of opponents) damage each.” It’s an unusual way to model the creature’s many appendages. If there’s only one person present, the creature can deal massive damage by focusing all of its attention on that one character. But as more people engage it, and it’s forced to divide its attention (and its tentacles) between more targets, it begins to lose effectiveness. If you have a party of 10 people or more, the creature’s base attack becomes effectively useless. That’s not even a very large party! All you’d need are 5 PCs who each brought one mercenary hireling along with them.

I can’t decide if I view this as a flaw or a feature. On the one hand it seems ridiculous that being struck with one of those huge devilish looking barbs isn’t going to hurt at all. On the other hand, it’s an interesting indication that perhaps there’s something wrong with the creature’s mind. It can’t focus on a single target if many are present, and as it divides its focus, it becomes unable to effectively attack at all. It may hit you, but its so distracted, that it just gently bumps you without causing any harm. An effective strategy for defeating the creature is just to surround it with too many targets to focus on, turning it into a harmless fish out of water which can be killed at the player’s leisure.

I think the monster could be improved either by explicitly spelling out the above speculative explanation for its inability to fight too many targets at once, or or by capping the number of melee opponents which can modify its abilities at 5.

The second interesting aspect of The Provider’s Creature is the way it reacts to magic. Conceivably, the creature could have any number of spells already in its repertoire when the players encounter it, though in the case of this particular module it only has numerous iterations of “Create Stuff That Seems to Be Food But Isn’t,” which isn’t much of a threat to the players unless they’re hungry. And I think this actually works a lot better.

If the players encounter the monster, and they have no magic user, or no spells on hand, or just choose not to cast anything, then the fight is fairly straightforward. It’ll be a brutal slugging fest if you don’t have 10 melee combatants to dilute the creature’s damage roll, but there won’t be any deadly tricks to come bite you in the ass. If the magic user DOES get involved, though, the beast suddenly becomes much more threatening.

The challenge of the monster is mutable, depending on player action. I like that a lot.