Blood-Starved Beast: An Unskilled Guide

With Father Gascoigne dispatched, you’ve got a few directions you can head in. You can save up and pay your way into the Cathedral Ward, to take on Vicar Amelia, or go further out to the Witch of Hemwick, but Old Yharnam is definitely my first optional area every playthrough. Good for blood stones and helpful unlocks after beating the boss.

The Blood-Starved Beast at the bottom of Old Yharnam is quite the contrast to the big and bulky Cleric Beast and to the focused fighting force of Father Gascoigne. He’s must more erratic, harder to read at first, comes with very different dangers, and above all else is much, much more gooey.

But like CB and FG, BSB can be beaten, without any major skill. I found this to be a messy fight no matter what I tried, but I could control the fight even with my ineptitude. And without realising the trick that makes the first half very easy.

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Hopper – Greatest Disney BBEG?

Not every story makes for a great basis of Role-Playing Game. Some stories are surprisingly good. A Bug’s Life might not have as much combat as your average D&D campaign, but not closer: A plucky hero journeys through unknown lands to gain the aid of a bunch of performers to help save a group of farmers from the Big Bad Evil Guy and his army.

As soon as you imagine the circus troop as a bunch of bards – persuading and performing and sleight-of-handing their way around the villains, it suddenly makes a lot of sense. Hopper, the main villain in question, is superbly suited for the BBEG role.

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Mor’du– Greatest Disney BBEG?

“Rocks fall, everybody dies” is a common trope in table top games, which the Games Master can use to express joking (or in some cases, very serious) disdain or disapproval of their player’s behaviour. When the game has gone off the rails, the party is threatened with death by sudden squishing.

[Spoilers] In Brave, however, ‘rock fall, villain dies’ is more apt.

In most TTRPGs, ending a story arc with a boss that’s just a big bear might not result in the most thrilling conclusion. But Mor’du is a very big bear. A big, scary, rage-filled, super strong bear. So there’s something we can work with.

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Dungeon23 – Week 11

If it wasn’t for the ever-present danger, the rooms I’ve been making this week would be rather cosy.

In direct defiance of the idea that every room in an adventure should be a threat, I’ve gone completely the other way and made the first half of layer 3 entirely habitable. Sure, if the adventurers again the residence it could quickly become a bloodbath, but if they play their cards right, the heroes will have a rather nice spot to rest.

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Fantastic Beasts and How to Slay Them: Yeti

We made it. All the way to the end of the book, two years later. 98 Fantastic Beasts turned into D&D monsters.

Some have been unique, weird and wonderful monsters that were a challenge to convert, some were a new version of a pre-existing critter, sometimes less impressive because the description in the book lacks the outlandish abilities in the original’s stats. It’s a slight downer, that the last beast falls into the latter category, but the result is, I think, a different brute of a yeti from what Dungeons & Dragons already has.

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Fantastic Beasts and How to Slay Them: Winged Horse

I was recently looking at a friends Lego Harry Potter set when I observed the Lego Thestral and thought: “Have I missed a monster? I’m half a dozen Fantastic Beasts from completely D&D-ifying the whole book, but I don’t remember seeing the Thestral in it.”

The reason turned out to be that Thestral are a type of Winged Horse, and are mentioned in a single half-sentence. Which is an odd way round in my opinion; in a world of griffons and hippogriffs and dragons and pixies, choosing to define a creatures by the fact that they can fly and not by its ability to be invisible to anyone who has not had a specific trauma is more than slightly odd.

What this does also mean, as I round on the penultimate entry in Fantastic Beast and Where to Find Them, that I actually need to create three different stat Blocks for the Winged Horse.

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Fantastic Beasts and How to Slay Them: Werewolf

I’m not a fan of the Harry Potter werewolf. It’s far from the hottest of takes, but I’ve always had a particular expectation of what a werewolf should look like. American Werewolf in London, great look for a more wolf-like monster . Underworld, I didn’t like beefy muscle boys. My personal favourite werewolf movie will always be Dog Soldiers, which in my opinion has the best looking version.

Dog Soldiers (practical effects) Vs. Harry Potter (CGI)

The spindly, fleshy, CGI thing in Prisoner of Azkaban barely registered on my good-bad spectrum of werewolves. It’s definitely a monstrous thing, but it just isn’t lycan enough for my liking.

The lore of the Fantastic Beast werewolf does, however, do something I appreciate: it goes for the old-school ‘transforms only on a full moon’ version of the curse. If D&D, the werewolf has to change on a full moon, but they can also turn ‘shapechange’ whenever they feel like it. As curses go, most players would actually quite like to be bitten by a lycanthrope. The extra strengths and abilities quickly stifle the negative aspects of the curse.

So this monster conversion means that I can actually create a ‘true’ werewolf for your D&D game.

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Fantastic Beasts and How to Slay Them: Wampus Cat

Finally, with just four beasts left in the book, I’ve finally hit a monster that has an ability that stumped me. Two words in the description had me scratching my head, trying to figure out how that could possible work on a mechanical level:

“Outruns arrows”

I googled how fast medieval arrows could travel. Opinions were varied, but 150 to 180 feet-per-second was a good average. A creature’s turn is six seconds. That would put the Wampus Cat’s base speed as ‘1080 ft.’. The fastest speed I’m aware of in any D&D monster stat block is 150 feet, and that’s rare. Most characters move at 30 feet around.

A monster that can move over 30 times faster that the average hero is problematic. I think I found a solution that sort-of works…

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Fantastic Beasts and How to Slay Them: Unicorn

Last week I converted Harry Potter trolls into D&D monsters. They have their merits, but they lack some of the cool abilities of what is already in place. I’ve got to do the same this week. The unicorn in Fantastic Beasts is elusive and mysterious, but the description lacks the plethora of abilities the D&D unicorn is decked out with.

Teleportation, spellcasting, healing abilities… the D&D version is ready for anything. It evens has ‘legendary actions’, a thing usually reserved for creatures 2 or 3 times for powerful.

So this creature I’m about to make is going to have nothing on its D&D counterpart, but I’ve made a commitment to do every Fantastic Beast as accurately as possible, so here we go.

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Fantastic Beasts and How to Slay Them: Troll

One downside of converting Harry Potter critters into D&D monsters is that sometimes you have to make a plainer version of something that is already in place. Trolls exist in Dungeons & Dragons, and they have a fun regenerative ability that makes them a dangerous for at lower levels, whilst also providing to fun moments for the uninitiated:

DM: what do you want to do on your turn?
Player: Wuh? The troll is dead. Why are we still in initiative?
DM: …no reason. Troll: [on the ground, about to regenerate] Tee-hee-hee.

At first glance, the Fantastic Beast troll is a much plainer creature. A big slab of dumb meat. It’s not going to be as fun to tinker with this stat block. However, the fact that they have “prodigious strength” means we have something to distinguish this new version.

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