Saturday, May 31, 2014

Favorite Monsters

Early on in my time visiting OSR blogs, I noticed several different posts reflecting on favorite monsters.  As I get going on my own humble contributions, I thought I'd throw a few - perhaps 10 - of my favorites.  The list is, of course, subject to change.

1e MM Arch Devils
I think the section on Devils in the 1st Ed. MM is one of the single best sections in any D&D publication.  Ever.  And the Arch-Devils reign supreme.  There are four, and each a unique, singular being.  Two human-like,  one a grotesque insectoid monstrous abomination, and one a great, serpentine giant.  They can grant others' wishes - a temptation to summon  them in my world, where wishes and most high level spells are scarce at best.  And each has something to offer that the others don't.  The MM2 Arch Devils were always, IMHO, a bit 'meh.'  Four guys who looked liked guys.  With horns.  And a tail.  But those in the MM1?  Atmospheric, sinister, diabolical, powerful - everything you want in creatures that should be nothing less than the most powerful forces of evil in any world.

Wight
The first monster I ever faced in a D&D game.  Jim was the DM.  He was taking us through the DMG sample dungeon.  We had just made our way through the secret door at which point the gnome in the DMG meets its demise.  We journeyed into the large corridor, and chose to go to the right. Suddenly, Jim informed us that we saw 'a wight.'  Since I hadn't delved much into medieval lore, folklore or fantasy literature at that point in my life, I had no clue.  In my mind, I conjured an image of a rabid shmoo.  Whatever it was, the other players who knew more of the genre were frightened, and ran until we came to a room that was barred by iron gates.  We got onto the other side, with the Wight trying to reach us.  Then we had to break it up because of bad weather.  But for that reason, in addition to the awesomely evocative picture in MM, the Wight remains a nostalgic favorite.

Fire Giant
I love Trampier's picture.  All of the giant pictures are top notch, but the fire giant strikes an especially intimidating pose.  The use of Hell Hounds helps.  Since their lairs will, by definition, be a location to be reckoned with, it's unlikely that any but the most powerful parties could - or should - be able to survive an encounter.

Ghost
Another monster bolstered by wonderful artwork.  That ghost pic is straight out of classic literature.  Complete with cemetery and lantern.  The pen and ink work is top notch.  And it presents a monster that is more than just fodder for combat.  It's something that should frighten a party beyond worldly harm.  And when you see those stats, it does.  The ghost is there because of its awful badness.  It ages (who read that and didn't think of Scooby-Doo?).  And if you are slain by a ghost, you are forever dead.  No wishes.  No resurrection.  Nothing.  That's power.

Thri-Kreen
The pose works.  The Thri-Kreen in MM2  has attitude.  Arms folded, exotic weapons almost tapping against its chitinous armor.  Though I've never played one, I plan on it someday.  In my world, monsters are regional.  You don't encounter all monsters everywhere.  And so far, the parties we've played haven't been where they would logically be.  I hope to remedy that soon.  For if there was a monster with attitude, it's the Thri-Kreen.

Pixie
Pixie? Am I serious?  Yeah.  Read the description.  Many of the 'faerie folk' are pretty potent.  And pixies, because they aren't particularly good, plus because they have three separate magic arrows they can use, are about as dangerous as you get.  Confined to faerie forts and similar mystical locations, my parties know better than to get anywhere near where these supernatural beings dwell.  If you think of the description, not many parties will come out ahead of an encounter.

Efreeti
I remember the Efreeti from the old Gold Box computer game Curse of the Azure Bonds.  The artwork was lifted straight from the MM.  And it's breathtaking; one of the best pictures in the volume.   Of course they grant wishes, making them another highly sought after commodity.

Clay Golem
Straight out of folklore.  Like most of the original battery of beasties, the Clay Golem can draw a straight line to a literary inspiration.  The picture looks 'clay-ish'.  The iron golem looked iron, and the stone golem, stone.  But making the clay golem look clay was a masterful stroke.  The fact that it is a Cleric, rather than a Magic User, who crafts the creatures only adds to the heavy historical reference.  I particularly like the fact that while the material cost is 20K gps, the cost for the vestments needed for the ceremony are a whopping additional 30K gps!  That's some major cassocks.

Dragon (Small)
It has been said that for a game called Dungeons and Dragons, few people ever get around to playing dragons.  Perhaps because in the 2nd editions onward, the dragons become so massive only the highest level party could play them.  Yes, they have many ages, and the smaller ages aren't that intimidating.  And yet, it's those smaller, younger dragons that can really scare the bejesus out of a low level party.  We've recently encountered one with our 2nd level party.  The presence of a Druid tipped the scales, and it didn't take long to dispatch the dragon without casualties.  But still, just the thought of a dragon when most monsters up to that point were giant centipedes, kobolds and big rats was worth its weight.

Lurker Above
Don't know why, but always loved the concept. A giant, manta-like creature, bending in with stonework, suddenly dropping on your party.  And tough, too.

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