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Winning Monster Combos

Source GameMastery Guide pg. 42
Some monsters are best used in groups or with other creatures that complement or augment their abilities. A single derro probably has a hard time using its sneak attack, but a group of them can easily set up flanking situations. Tieflings have fire resistance 5, making them handy allies for a fire priest with burning hands or a fire mephit; alternatively, a tiefling cleric controlling a gang of burning skeletons is all but immune to their area damage. Creatures with spell-like abilities can cast them on minions or on a leader. For example, a dark naga or spirit naga can cast cat’s grace, invisibility, or displacement on its allies; a spirit naga can even turn itself invisible and cast cure spells on its allies. Given time, a succubus’s profane gift ability can bolster every single guard, priest, and lieutenant in an evil fortress.

Monster abilities can also complement hazards or traps; a flying monster ignores difficult terrain, floor pits, or patches of green slime. Monsters with damage reduction are immune to arrow traps and most spear traps; those immune to poison can ignore the danger of poisonous traps or even rooms with inherently toxic air, such as a sulfurous volcanic vent. Using monsters intelligently like this helps create fun and memorable encounters, as well as challenges PCs to try new tactics.