Saturday, December 17, 2022

Adding Special Abilities to Monsters


As a general rule of thumb I have always strived to make monsters unique and not something you can find in a monster manual. Often times I will spice up monsters with special abilities. Here is a list of the ones I use most often in my LotFP games. Occasionally, some of these effects can be avoided by making a saving throw, as showed in the description. A few special effects are listed below.

Charm: Some monsters are able to beguile adventurers in a similar way than the Charm Person spell. Characters under this effect will be confused and unable to make decisions clearly. They will simply obey the commands of the creature that cast the spell and may feel an uncontrollable desire to protect it from any harm. A charmed adventurer is too confused to cast spells or use magic items that require concentration. If the monster loses concentration or dies, this magical influence ceases immediately.

Energy Loss: This is a dangerous type of attack that results in the loss of levels. Consequently, it also means a loss of all the bonuses, abilities and benefits that were granted when the adventurers leveled up. As a rule, they will suffer a -1 penalty to attack and saving throws, and a +1 modifier to AC. There is no cure against this condition, and only high level clerics can reverse the damage caused using the Restoration spell (page 71). One blow of this attack translates into one level less. A 1st level adventurer hit by this special attack will immediately die.

Imprison: Some monsters can imprison their victims, either with their mouth, pincers, or the like. Imprisoned characters may make a Dexterity roll to try breaking free. To make this roll they add the Dexterity bonus to the result of 1d6 roll. A 5-6 result means getting rid of the grip. Otherwise, the adventurers will remain trapped and suffering damage until the following assault without the monster having to make any attack roll.

Paralysis: A character hit by this paralyzing effect will be completely immobilized and unable to perform the slightest movement. The adventurers will be aware of what is happening around them, but they will be unable to move or act (including talking or casting spells) until the effects subside. All attacks made against a paralyzed adventurer will automatically hit, only damage rolls need to be rolled. Unless indicated otherwise, the effect lasts 1d8 assaults or until a Cleric cancels the paralysis with magic.

Poison: Adventurers subject to poisoning will usually end up dying if they are unable to pass a saving throw against poisons. To counteract this fatal condition, victims can be healed with magic spells or antibiotics which can slow down the damaging effects of the toxins. The instant dying may also be substituted by a gradual loss of HP while the character stays under the poison’s effects. For example, a snake bite deals 1d6 points of damage, with an additional 1d4 points during each subsequent assault while the adventurer is still poisoned. The effect can last for a certain number of assaults, until the victim dies or is healed by magical and/or medical means.


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