We will be using the AD&D2 Monstrous Manual, of course, for it is the best of the D&D monster books that isn't the Fiend Folio. Onward!
Mammal. An inauspicious start, but we have Ape, Carnivorous and Gorilla in there, so there's some pulpy potential.
Manscorpion. Not bad. Monstrous creepy hybrid bastards. Intelligent enough to have a society, and with manscorpion wizards! Nice and pulpy. I'd perhaps give them a tendency towards aggressive mansplaining and other forms of misogyny, just for the pun.
![]() |
Not from the Monstrous Manual, obviously, but we must always make time for Iain McCaig! |
Medusa. Another classic and another favourite. Can't go wrong with snake haired women with stone gaze powers. In the AD&D2 MM we also get the male version, the maedar, who are aggressively dull even by AD&D2 standards, and I will probably ignore them.
Merman. Fine, I suppose. I would probably blur them into sirens and play up elements of capricious horror, maybe even bring in some Deep One aspects.
Mimic. Great. Everyone loves mimics. Of course, I would have them be able to disguise themselves as anything, including people, probably. Imagine if the village blacksmith splits down the middle into a giant mouth and tries to eat you. Imagine!
Mind Flayer. Classic D&D enemies, but I've never much liked them, despite my Cthulhoid proclivities. Maybe I'd include one as a Big Bad type villain, squatting in a dungeon somewhere.
Minotaur. Another classic, literally. I've always liked minotaurs as a player-character option, so I'd include that too.
Mist, Crimson Death. I'm not a big fan of malevolent weather, but perhaps you could make this the centrepiece of an adventure and get away with only including one of them.
Mist, Vampiric. See above. Maybe the crimson death has these as its henchmen. Henchmists.
Mongrelman. Great! Horrific and sad. Monstrous but not necessarily monsters. They also fit into that Low Hit Dice Humanoid niche that every campaign needs. I love these guys.
Morkoth. Weird undersea hybrid thing with a very specific environmental effect, I wouldn't imagine lots of these in an M Campaign, but like the crimson death and mind flayer I could see them as the focal point of a one-off adventure. I'd probably put them into some sort of uneasy alliance with the mermen too.
Mould. Terrifying to me in real life because of a severe allergy, somewhat boring in game terms. They feel like a Gotcha! monster from the old days and if I drop anything it'll be these.
Mould Men. Fine, but we've got a similar and more visually interesting monster coming up, so I'd probably quietly fold these into them and hope no one notices.
Muckdweller. I would probably never use these in a standard campaign, as there are too many other Low Hit Dice Humanoids that would get used instead, but limiting myself to M-monsters gives them a way in and you know, I quite like them. They are Lawful Evil but I'd still put them into a sort of cute little guy role like a sort of amphibious Moogle, just a cute little guy with a burning hatred of land-dwellers.
Mudman. Great visual, boring monster. Another one that I'd probably use as the central idea in an adventure, rather than a common creature. Perhaps there would be some quest to return a mudman to human(oid) form, or at least find out where it came from and what created it.
Mummy. Yes, absolutely. Grade A superstar monsters.
Myconid. Mushroom people make for a great visual, and they are different and weird enough to feel alien, despite their intelligence and society. Like Groot but even stranger. I love them.
There's a desert or wilderness theme emerging with some of these monsters, with a bit of mythic Greece in there, and quite a few aquatic, or at least damp, creatures. A coastal desert perhaps, or a series or barren, hostile islands, with a swampy jungle area and some damp caves too. The number of hybrids suggest some sort of curse or experiments or cursed experiments, and I quite like the idea of a blasted "hot zone" that is home to the mists and rumoured to be full of treasure, Roadside Picnic style.
(Maybe the Zone produced the mutant hybrids?)
You've probably got the mind flayer, morkoth, and at least one mummy as "villains", maybe the crimson death and medusa too. Factions include the manscorpions, mermen, mongrelmen, muckdwellers, and the myconids; maybe there are enough manticores and medusas to form groups, maybe not. I like the idea of apes as a faction, although that's perhaps stretching the rules of the exercise a bit.
In terms of player-character options, although "Man" is technically there as an option, we are listed under "Human" in the MM, so I think I would limit players to the intelligent species above. And maybe the apes too. For fun.
Your turn. Pick a letter -- the first letter of your name, or roll a d26 if you have one -- and create a campaign from the monsters beginning with that latter. If you want.
No comments:
Post a Comment