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@@ -22,7 +22,7 @@ I'll outline some of my tips and tricks below on how I run completely random enc
## Coming up with a monster
There are lots of beasties available via the **Monster Manual** and a pleathora of other sources including homebrew and third party monsters. **So why bother?**
There are lots of beasties available via the **Monster Manual** and a plethora of other sources including homebrew and third party monsters. **So why bother?**
**I'm an insane person.**
@@ -34,13 +34,13 @@ One of the main keys is to **read the situation**, literally. If players are in
For example, one such monster was a fungus monster that had one attack, eat. The players were in a forest with a bunch of mushrooms, Ureka!, let's have them fight a fungus.
I also like to take inspiration from media and even existing monsters, watching too much **Gravity Falls**? Add some chaotic demon for the players to fight. Need an interesting city showdown? Why not pull in a sharp shootin outsider wearing all black.
I also like to take inspiration from media and even existing monsters, watching too much **Gravity Falls**? Add some chaotic demon for the players to fight. Need an interesting city showdown? Why not pull in a sharp shooting outsider wearing all black.
Of course, keep in mind whether you care about **consistency in your world**. Some things make less sense than others. But let your creativity soar.
## Running a homebrew monster
One of the tricks to homebrew monsters is how I run combat. I find combat, in **DnD** specifically, quite tedious; so doin the least amount of math and rolling works out best for me.
One of the tricks to homebrew monsters is how I run combat. I find combat, in **DnD** specifically, quite tedious; so doing the least amount of math and rolling works out best for me.
### Gauging difficulty
@@ -63,7 +63,7 @@ If instead you want a scuffle in the woods with bandits, consider the amount of
**Armor Class** is essential to certain combats, it makes a difficult monster truly difficult. But I also try to make sure it makes sense, if a **Monster is a big fleshy beast** the size of a barn, it probably **will not have that great of an AC**.
Conversely, **Health Points** are the yin to the yang of **AC**. They truely make the fight either shorter or longer. Every monster stat block will have the **Dice roll** for **HP** such as `2d8+20 (29)` which is helpful in drafting up random health. I personally don't like that approach and instead I usually measure a fight in a **"How many times can this enemy be hit?"** approach.
Conversely, **Health Points** are the yin to the yang of **AC**. They truly make the fight either shorter or longer. Every monster stat block will have the **Dice roll** for **HP** such as `2d8+20 (29)` which is helpful in drafting up random health. I personally don't like that approach and instead I usually measure a fight in a **"How many times can this enemy be hit?"** approach.
If it is a weak enemy like an enemy raider, perhaps he will have an **AC of `14`** with his default armor, and perhaps **he can take about 2 hits**.

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@@ -2,7 +2,7 @@
date = '2026-05-27T16:00:00-06:00'
draft = false
title = "Those Who are Underfoot, Chapter One"
summary = "The beggining of the journey, Meppa begins her pilgrimage."
summary = "The begining of the journey, Meppa begins her pilgrimage."
tags = ['story', 'meppa the kobold']
showTableOfContents = false
showPagination = false