4. Monsters and NPCs
Monsters and NPCs
The referee is responsible for deciding how monsters and NPCs react when encountered and what schemes and tactics they follow when the PCs are elsewhere.
Intelligence and Tactics
When deciding how a monster or NPC acts, the referee should bear its level of intelligence in mind. Intelligent monsters might use any of the following tactics.
Traps and stealth: Monsters who are cunning but not physically powerful might lay traps or ambushes and may favor attacking PCs from a distance with missile weapons.
Guards: Monsters may use guards or pets to weaken PCs or protect important escape routes.
Magic items: Monsters will use any magic items in their lair to thwart the PCs.
Learning and preparation: If PCs encounter but do not defeat monsters, the monsters will learn from the experience and prepare for a repeat attack. They may build defensive structures, call for reinforcements, relocate their base of operations, and so on.
Adaptation: Monsters may copy or adapt tactics successfully used by PCs and plan specific counter-moves.
Teamwork
When designing encounters, the referee should remember that—like player characters—monsters and NPCs will join forces to increase their chance of survival.
Combined forces: Monsters skilled in melee, missile attacks, and magic may join forces.
Leaders: May have special abilities, maximum hit points, or additional Hit Dice.
Motivation
The same as player characters, intelligent monsters and NPCs have their interests and motivations.
Role-playing: The referee should consider the monster’s reaction to negotiations with PCs, considering its alignment and personality. Monsters should not always cooperate with PCs’ wishes!
Allies: Monsters and NPCs may be encountered with friends, minions, or retainers. These will come to the aid of the monster or may avenge it if it is defeated.