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MONSTER P ERSONALITY                                 RANDOM EVENTS
           To address the question of a  monster's personality, you   Consider what might happen in an  encounter area if the
           can use the tables in chapter 4 of the Dungeon Master's   characters were to never enter it. Do the guards serve in
           Guide, use the Monster Personality table below, or s im-  shifts? What other characters or monsters might visit?
           ply jot down a few notes based on a creature's Monster   Do creatures gather there to eat or gossip? Are there
           Manual description. During the battle, you can use these   any natural phenomena-such as strong winds, earth
           ideas to inform how you portray the monsters and their   tremors, or rain squalls-that sometimes take place
           actions. To keep things s imple, you can assign the same   in the area? Random events can add a fun element of
           personality traits to an entire group of monsters. For ex-  the unexpected to an encounter.Just when you think
           ample, one bandit gang might be an unruly mob of brag-  a fight's outcome is evident, an unforeseen event can
           garts, while the members of another gang are always on   make things more compelling.
           edge and ready to flee at the first sign of danger.    A number of the tables in the Dungeon Master's Guide
                                                                can suggest random events. The tables used for encoun-
           MONSTER  PERSONALITY                                 ter location, weird locales, and wilderness weather in
                                                                chapter 5 of that book are a good starting point for out-
              d8   Personality
                                                                door encounters. The tables in appendix A can be useful
              1    Cowardly; looking to surrender
                                                                for indoor and outdoor encounters-especially the tables
              2    Greedy; wants  treasure
                                                                for obstacles, traps, and tricks. Finally, consult the ran-
              3    Braggart; makes a show of bravery but runs from   dom encounter tables in the next section of this book for
                   danger                                       inspiration.
              4    Fanat ic; ready to die fighting
                                                                QUICK MATCHUPS
              5    Rabble; poorly trained and easily rattled
              6    Brave; stands  its grou nd                   The guidelines above assume that you are concerned
              7    joker; taunts its enemies                    about balance in your combat encounters and have
              8    Bully;  refuses to believe it can lose       enough time to prepare them. If you don't have much
                                                                time, or if you want s impler but less precise guidelines,
                                                                the Quick Matchups table below offers an alternative.
           MONSTER RELATION SHIPS
                                                                  This table gives you a way to match a character of
           Do rivalries, hatreds, or attachments exist among the
                                                                a certain level with a number of monsters. The table
           monsters in an encounter? I.f so, you can use s uch  re-
                                                                lists the challenge ratings to use for including one, two,
           lationships to inform the monsters' behavior during
                                                                and four monsters per character for each level. For in-
           combat. The death of a much-revered leader might
                                                                s tance, looking at the 3rd-level entry on the table, you
           throw its followers into a frenzy.  On the other hand, a
                                                                can see that a CR 1/2 monster is equivalent to one 3rd-
           monster might decide to flee if its spouse is killed, or a
                                                                level character, as are two CR 1/4 monsters and four
           mistreated toady might be eager to surrender and betray
                                                                CR  1/8 ones.
           its master in return for its life.
                                                                QUICK  MATCHUPS
           MONSTER  RELATIONSHIPS
                                                                   Character
             d6    Relationship
                                                                     Level     1 Monster   2  Monsters   4 Monsters
              1    Has  a rival; wants one random ally to suffer
                                                                     1st         1/ 4        1/8
              2    Is  abused by others; hangs back, betrays  at first
                                                                     2nd         1/2         1/ 4
                   opportunity
                                                                     3rd         1/2         1/4         1/8
              3    Is worshiped; allies will die for it
                                                                     4th                     1/2         1/4
              4    Is outcast by group; its allies ignore it
                                                                     5th          2                      1/2
              5    Is outcast by choice; cares only for itself
                                                                     6th          2                      1/2
              6    Is seen as a  bully; its allies want to see it defeated
                                                                     7th          3                      1/2
                                                                     8th          3           2
          TERRAIN AND  TRAPS
          A few elements that make a battlefield something other     9th          4           2
           than a large area of flat ground can go a long way to-    10th         4           2           1
          ward spicing up an encounter. Consider setting your en-    11th         4           3           2
          counter in an area that would provide challenges even if   12th         5           3           2
          a fight were  not taking place there. What potential perils
                                                                     13th         6           4           2
          or other features might draw the characters' attention,
                                                                     14th         6           4           2
          either before or during the fight? Why are monsters lurk-
                                                                     15th         7           4           3
          ing in this a rea to begin with-does it offer good hiding
          places, for instance?                                      16th         7           4           3
            To add deta ils to an encounter area at random, look to   17th        8           5           3
          the tables in appendix A of the Dungeon Master's Guide     18th         8           5           3
          to determine  room and area features, potential hazards,   19th         9           6           4
          obstacles, traps, and more.
                                                                     20th        10           6           4
                                                                               CHAPTER 2  I  DUNGEON  MASTER'S TOOLS
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