Crafting Horror: Monsters that Haunt Dromaria


Welcome to Spooktober in Dromaria!



It’s the season for making monsters. So, how deep down the fear hole do we dare tread?   Monsters reflect the darkest parts of our nature, brought to life. Sometimes, they dive even deeper, pulling hidden dread into the light and amplifying the unknown. When sitting down to stitch together a new horror, we first decide how far we want to go. Let's conjure up some fright by crafting our creature’s twisted origin, abilities, appearance, and attitude.

Origin

Everything has a beginning, and monsters often have two. Transformation is one of the most time-tested ways to create a terrifying origin. Corruption of innocence, staring into the dark mirror of what you could become, or mutating beyond recognition. To scare up frightening origins, look no further than what’s around us.   D&D campaigns like Ravenloft explore this material fantastically. Classic horror staples—werewolves, vampires, possession—warp their victims into monsters. The journey only darkens from there, touching places like the Far Realm or dipping into Cthulhu mythos. The incomprehensible doesn’t just corrupt; it devours, twisting everything it touches.   Even when the heroes emerge victorious, the terror doesn’t end. Evil returns stronger. Done right, this cyclical fear exemplifies horror. Former villains rise again for a reason, Pinhead (Hellraiser), Seveth the Bloodstained (Dromaria), Revenants (D&D), Jason Voorhees (Friday the 13th), will be killing for years to come.

Seveth the Bloodstained

Seveth the Bloodstained


  Twisted by a ritual from a succubus or incubus, the embrisar was once mortal, now marked by scars and a hollow chest. Drawn to intense emotions, they feed on connections, forever tied to the bonds they crave. Even after their master dies, they wander, desperately seeking new attachments to fill their endless void.

Abilities

Our monster’s abilities will develop from their origin. In Dromaria creatures that evoke terror may be linked to gods or the darkest reaches of the Otherwyld. When the Aberrant Prince Ishkul created the dranglins, he did so to hunt down and kill the dragons while the Witchlings spawned from the malevolence of Mother Malign.   What these monsters are capable of is tied to their purpose. Dranglins seek dragons like sharks scenting blood in the water, hunting until they succeed or die. Witchlings were designed as assassins, never meant to survive their task, and upon dying, they burst with a noxious departing gift meant to ensure no one escapes alive. When choosing abilities, think beyond raw violence. Necromantic powers, existential dread, and lingering unease are all ways to make characters squirm. Horror isn’t always best served by damage, but by what lingers long after the creature is gone.
  Blood Frenzy. When within sight or smelling distance of a dragon (or those with draconic lineage) dranglins cannot help but attack them with intent. The dranglin attacks such a creature recklessly, gaining advantage on their attack rolls. Attack rolls against the dranglin have advantage until their next turn.


Appearance

Corvus Kindle Figurine
Fear thrives in what we cannot fully comprehend. A monster with a dreadful appearance provokes an immediate reaction. Let’s use this to our advantage when giving our creation an aura of fright.   Gross is always scary. The drippier, bloodier, and covered in liquids the more unsettling, but it isn’t always the correct tone. Subtle details can be just as horrifying and will serve us better with more audiences. How grotesque a monster appears may be best served for older players and those who enjoy being scared. The sheer wrongness of a creature is usually enough.
The ghost of a drowned woman whispers a secret to you from the well.
 
VS
 
The decaying, fetid corpse hisses deceitful whispers as her elongated tongue probes your ear.


Attitude

A mindless brute is dangerous, but a creature that delights in torment, violence, and cruelty is terrifying. What kind of attitude our monster has will define how it interacts with the world and the characters it encounters.   Does it enjoy toying with its prey? Can it command a zombie horde with relentless hunger? Intelligence and restraint matter. Just like creating characters, our monsters need Personality Traits, Ideals, Bonds, and Flaws. These elements help define how it behaves, and the more unsettling, the better.   Foes that are as cunning and relentless as the players can go to disturbing lengths to achieve their goals. Leave the survivors wondering about the alien mind they’ve just encountered. Monsters that play for keeps—and are willing to kill—command immediate attention, especially if they return for a second encounter.

Monster Made

Now that we have armed ourselves with an entity scarred by twisted beginnings and displaying bizarre abilities, branded with a horrific visage, and gifted vile intent, (steeped in the lore of Dromaria of course) we are finally ready to unleash the monster we’ve created.   Thanks for reading and remember, if any of these tips fail to get a response from the table, there is always the classic talk very, very softly ... and then JUMPSCARE WITH SUDDEN LOUD YELLING!

Dromaria: Pillars of Fear

  From the Demon Lords of the Disaria, the necromantic beliefs of Krazier, the mutations of Ishkul, and the revenge driven desires of Rodgort, there is lore enough in Dromaria to account any monstrous creations. Every vile creature that has or will ever exist can be connected to Dromaria's pillars of evil, instantly rooted to world lore. These entities represent the worst of the worst, with untold legions of creatures at their disposal.

World Anvil Link


Seveth the Bloodstained art by Quinn McSherry
Written by Chuck & Drew

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