How can I modify a wolf enemy to fit my campaign?











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I'm trying to get into DMing and my buddy who always DMs for us offered to teach me. He wants me to create a 2 hour long adventure that he and I will run through with me as the DM.



My problem is that I don't really know what I'm doing, I've got the basic story down (it takes place in a large mushroom forest which has recently been corrupted by a mysterious force which he has to track down and confront in order to free the village within that's been under siege).



I've been looking through the Monster Manual for something to fit in the forest and thought some mutated wolves would be perfect for the setting. When I say mutant wolf, all I really mean is a modified wolf with something like a large eye that is on its side, or a tentacle or two sticking out of a leg - just stuff to make it look abnormal and out of place, in addition to being a stronger wolf that can serve as a suitable fight to kinda kick off the forest venture.



How would I go about this? I have the information of the wolf up (its stats and whatnot) but I don't really know how to go about modifying it. Is there some sort of procedure I can follow?










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  • 6




    What levels will your players be, and how many of them are there?
    – GreySage
    13 hours ago










  • As well, what level of difficulty should this wolf be for your party to fight? Easy, moderate, difficult, life threatening etc.
    – DMate
    13 hours ago






  • 1




    Do you or your friend DM have the DMG? It was brought to my attention today that a lot of people don't get, or don't have, the DMG.
    – KorvinStarmast
    13 hours ago















up vote
10
down vote

favorite












I'm trying to get into DMing and my buddy who always DMs for us offered to teach me. He wants me to create a 2 hour long adventure that he and I will run through with me as the DM.



My problem is that I don't really know what I'm doing, I've got the basic story down (it takes place in a large mushroom forest which has recently been corrupted by a mysterious force which he has to track down and confront in order to free the village within that's been under siege).



I've been looking through the Monster Manual for something to fit in the forest and thought some mutated wolves would be perfect for the setting. When I say mutant wolf, all I really mean is a modified wolf with something like a large eye that is on its side, or a tentacle or two sticking out of a leg - just stuff to make it look abnormal and out of place, in addition to being a stronger wolf that can serve as a suitable fight to kinda kick off the forest venture.



How would I go about this? I have the information of the wolf up (its stats and whatnot) but I don't really know how to go about modifying it. Is there some sort of procedure I can follow?










share|improve this question




















  • 6




    What levels will your players be, and how many of them are there?
    – GreySage
    13 hours ago










  • As well, what level of difficulty should this wolf be for your party to fight? Easy, moderate, difficult, life threatening etc.
    – DMate
    13 hours ago






  • 1




    Do you or your friend DM have the DMG? It was brought to my attention today that a lot of people don't get, or don't have, the DMG.
    – KorvinStarmast
    13 hours ago













up vote
10
down vote

favorite









up vote
10
down vote

favorite











I'm trying to get into DMing and my buddy who always DMs for us offered to teach me. He wants me to create a 2 hour long adventure that he and I will run through with me as the DM.



My problem is that I don't really know what I'm doing, I've got the basic story down (it takes place in a large mushroom forest which has recently been corrupted by a mysterious force which he has to track down and confront in order to free the village within that's been under siege).



I've been looking through the Monster Manual for something to fit in the forest and thought some mutated wolves would be perfect for the setting. When I say mutant wolf, all I really mean is a modified wolf with something like a large eye that is on its side, or a tentacle or two sticking out of a leg - just stuff to make it look abnormal and out of place, in addition to being a stronger wolf that can serve as a suitable fight to kinda kick off the forest venture.



How would I go about this? I have the information of the wolf up (its stats and whatnot) but I don't really know how to go about modifying it. Is there some sort of procedure I can follow?










share|improve this question















I'm trying to get into DMing and my buddy who always DMs for us offered to teach me. He wants me to create a 2 hour long adventure that he and I will run through with me as the DM.



My problem is that I don't really know what I'm doing, I've got the basic story down (it takes place in a large mushroom forest which has recently been corrupted by a mysterious force which he has to track down and confront in order to free the village within that's been under siege).



I've been looking through the Monster Manual for something to fit in the forest and thought some mutated wolves would be perfect for the setting. When I say mutant wolf, all I really mean is a modified wolf with something like a large eye that is on its side, or a tentacle or two sticking out of a leg - just stuff to make it look abnormal and out of place, in addition to being a stronger wolf that can serve as a suitable fight to kinda kick off the forest venture.



How would I go about this? I have the information of the wolf up (its stats and whatnot) but I don't really know how to go about modifying it. Is there some sort of procedure I can follow?







dnd-5e new-gm monster-design






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share|improve this question













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share|improve this question








edited 29 mins ago









Vadruk

2,14511049




2,14511049










asked 14 hours ago









Aoi

763




763








  • 6




    What levels will your players be, and how many of them are there?
    – GreySage
    13 hours ago










  • As well, what level of difficulty should this wolf be for your party to fight? Easy, moderate, difficult, life threatening etc.
    – DMate
    13 hours ago






  • 1




    Do you or your friend DM have the DMG? It was brought to my attention today that a lot of people don't get, or don't have, the DMG.
    – KorvinStarmast
    13 hours ago














  • 6




    What levels will your players be, and how many of them are there?
    – GreySage
    13 hours ago










  • As well, what level of difficulty should this wolf be for your party to fight? Easy, moderate, difficult, life threatening etc.
    – DMate
    13 hours ago






  • 1




    Do you or your friend DM have the DMG? It was brought to my attention today that a lot of people don't get, or don't have, the DMG.
    – KorvinStarmast
    13 hours ago








6




6




What levels will your players be, and how many of them are there?
– GreySage
13 hours ago




What levels will your players be, and how many of them are there?
– GreySage
13 hours ago












As well, what level of difficulty should this wolf be for your party to fight? Easy, moderate, difficult, life threatening etc.
– DMate
13 hours ago




As well, what level of difficulty should this wolf be for your party to fight? Easy, moderate, difficult, life threatening etc.
– DMate
13 hours ago




1




1




Do you or your friend DM have the DMG? It was brought to my attention today that a lot of people don't get, or don't have, the DMG.
– KorvinStarmast
13 hours ago




Do you or your friend DM have the DMG? It was brought to my attention today that a lot of people don't get, or don't have, the DMG.
– KorvinStarmast
13 hours ago










3 Answers
3






active

oldest

votes

















up vote
35
down vote













For a first adventure, don’t. Don’t start modifying monsters.



In time you’ll be able to judge how tough monsters are, and what to throw at your players. There is a procedure for making and modifying monsters in the Dungeon Master’s Guide, but it requires some experience and judgement to use. But you don’t have the experience to make those judgements yet. I can tell because…



A bunch of wolves are already a challenge for a first adventure. You’ll risk killing your PCs a lot if you throw stronger wolves at them.



Just use normal wolves and describe them as mutated. They don’t need to be stronger.






share|improve this answer



















  • 8




    "describe them as mutated" was exactly what I was about to suggest. You'd be surprised how impactful a difference of description makes for a monster.
    – goodguy5
    13 hours ago






  • 2




    Yup, keep the stat block and just describe the monster and its attacks to fit the desired flavor. Instead of pouncing to grapple maybe the wolf wraps a tentacle and brings the hapless adventurer right up to its massive mutant eye.
    – PeskyToaster
    12 hours ago


















up vote
10
down vote













The Dungeon Master's Guide is your friend



Chapter 9 of the DMG covers both Modifying Monsters and Creating Monsters. That's the best place to start for what you're trying to do.



Otherwise, have fun, get creative, and be open to adjusting the monster on the fly if it's not turning out the way you expected (too difficult or not difficult enough.)



Using a third party tool like the Kobold Fight Club can also help in determining if your monster(s) are too much or too little.



Try to stay vanilla at first



But I also would recommend against too much homebrew to start with. You're learning the ropes and sticking with official monsters will be easier for you to manage with the baseline developed by WoTC.






share|improve this answer




























    up vote
    8
    down vote













    Consider the power of descriptions over stats, here.



    Don't make extra work for yourself. Whenever you're thinking of using a custom monster, flip through the Monster Manual first to see if there's anything that resembles what you want. You want a stronger wolf? Look at the Dire Wolf stat block. You can alter the description of the monster to whatever you want without needing to change any stats. Tell the party they see a wolf with tentacles growing out of its leg and a massive eye growing on its side, but use the Dire Wolf stat block.



    Remember that as the DM, you are providing all of the information about the world that the players receive. If you tell them that they see a wolf-like monster with tentacles and an extra eye, then that's what they see regardless of the stat block you're using for that monster.






    share|improve this answer





















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      3 Answers
      3






      active

      oldest

      votes








      3 Answers
      3






      active

      oldest

      votes









      active

      oldest

      votes






      active

      oldest

      votes








      up vote
      35
      down vote













      For a first adventure, don’t. Don’t start modifying monsters.



      In time you’ll be able to judge how tough monsters are, and what to throw at your players. There is a procedure for making and modifying monsters in the Dungeon Master’s Guide, but it requires some experience and judgement to use. But you don’t have the experience to make those judgements yet. I can tell because…



      A bunch of wolves are already a challenge for a first adventure. You’ll risk killing your PCs a lot if you throw stronger wolves at them.



      Just use normal wolves and describe them as mutated. They don’t need to be stronger.






      share|improve this answer



















      • 8




        "describe them as mutated" was exactly what I was about to suggest. You'd be surprised how impactful a difference of description makes for a monster.
        – goodguy5
        13 hours ago






      • 2




        Yup, keep the stat block and just describe the monster and its attacks to fit the desired flavor. Instead of pouncing to grapple maybe the wolf wraps a tentacle and brings the hapless adventurer right up to its massive mutant eye.
        – PeskyToaster
        12 hours ago















      up vote
      35
      down vote













      For a first adventure, don’t. Don’t start modifying monsters.



      In time you’ll be able to judge how tough monsters are, and what to throw at your players. There is a procedure for making and modifying monsters in the Dungeon Master’s Guide, but it requires some experience and judgement to use. But you don’t have the experience to make those judgements yet. I can tell because…



      A bunch of wolves are already a challenge for a first adventure. You’ll risk killing your PCs a lot if you throw stronger wolves at them.



      Just use normal wolves and describe them as mutated. They don’t need to be stronger.






      share|improve this answer



















      • 8




        "describe them as mutated" was exactly what I was about to suggest. You'd be surprised how impactful a difference of description makes for a monster.
        – goodguy5
        13 hours ago






      • 2




        Yup, keep the stat block and just describe the monster and its attacks to fit the desired flavor. Instead of pouncing to grapple maybe the wolf wraps a tentacle and brings the hapless adventurer right up to its massive mutant eye.
        – PeskyToaster
        12 hours ago













      up vote
      35
      down vote










      up vote
      35
      down vote









      For a first adventure, don’t. Don’t start modifying monsters.



      In time you’ll be able to judge how tough monsters are, and what to throw at your players. There is a procedure for making and modifying monsters in the Dungeon Master’s Guide, but it requires some experience and judgement to use. But you don’t have the experience to make those judgements yet. I can tell because…



      A bunch of wolves are already a challenge for a first adventure. You’ll risk killing your PCs a lot if you throw stronger wolves at them.



      Just use normal wolves and describe them as mutated. They don’t need to be stronger.






      share|improve this answer














      For a first adventure, don’t. Don’t start modifying monsters.



      In time you’ll be able to judge how tough monsters are, and what to throw at your players. There is a procedure for making and modifying monsters in the Dungeon Master’s Guide, but it requires some experience and judgement to use. But you don’t have the experience to make those judgements yet. I can tell because…



      A bunch of wolves are already a challenge for a first adventure. You’ll risk killing your PCs a lot if you throw stronger wolves at them.



      Just use normal wolves and describe them as mutated. They don’t need to be stronger.







      share|improve this answer














      share|improve this answer



      share|improve this answer








      edited 13 hours ago

























      answered 13 hours ago









      SevenSidedDie

      203k27645927




      203k27645927








      • 8




        "describe them as mutated" was exactly what I was about to suggest. You'd be surprised how impactful a difference of description makes for a monster.
        – goodguy5
        13 hours ago






      • 2




        Yup, keep the stat block and just describe the monster and its attacks to fit the desired flavor. Instead of pouncing to grapple maybe the wolf wraps a tentacle and brings the hapless adventurer right up to its massive mutant eye.
        – PeskyToaster
        12 hours ago














      • 8




        "describe them as mutated" was exactly what I was about to suggest. You'd be surprised how impactful a difference of description makes for a monster.
        – goodguy5
        13 hours ago






      • 2




        Yup, keep the stat block and just describe the monster and its attacks to fit the desired flavor. Instead of pouncing to grapple maybe the wolf wraps a tentacle and brings the hapless adventurer right up to its massive mutant eye.
        – PeskyToaster
        12 hours ago








      8




      8




      "describe them as mutated" was exactly what I was about to suggest. You'd be surprised how impactful a difference of description makes for a monster.
      – goodguy5
      13 hours ago




      "describe them as mutated" was exactly what I was about to suggest. You'd be surprised how impactful a difference of description makes for a monster.
      – goodguy5
      13 hours ago




      2




      2




      Yup, keep the stat block and just describe the monster and its attacks to fit the desired flavor. Instead of pouncing to grapple maybe the wolf wraps a tentacle and brings the hapless adventurer right up to its massive mutant eye.
      – PeskyToaster
      12 hours ago




      Yup, keep the stat block and just describe the monster and its attacks to fit the desired flavor. Instead of pouncing to grapple maybe the wolf wraps a tentacle and brings the hapless adventurer right up to its massive mutant eye.
      – PeskyToaster
      12 hours ago












      up vote
      10
      down vote













      The Dungeon Master's Guide is your friend



      Chapter 9 of the DMG covers both Modifying Monsters and Creating Monsters. That's the best place to start for what you're trying to do.



      Otherwise, have fun, get creative, and be open to adjusting the monster on the fly if it's not turning out the way you expected (too difficult or not difficult enough.)



      Using a third party tool like the Kobold Fight Club can also help in determining if your monster(s) are too much or too little.



      Try to stay vanilla at first



      But I also would recommend against too much homebrew to start with. You're learning the ropes and sticking with official monsters will be easier for you to manage with the baseline developed by WoTC.






      share|improve this answer

























        up vote
        10
        down vote













        The Dungeon Master's Guide is your friend



        Chapter 9 of the DMG covers both Modifying Monsters and Creating Monsters. That's the best place to start for what you're trying to do.



        Otherwise, have fun, get creative, and be open to adjusting the monster on the fly if it's not turning out the way you expected (too difficult or not difficult enough.)



        Using a third party tool like the Kobold Fight Club can also help in determining if your monster(s) are too much or too little.



        Try to stay vanilla at first



        But I also would recommend against too much homebrew to start with. You're learning the ropes and sticking with official monsters will be easier for you to manage with the baseline developed by WoTC.






        share|improve this answer























          up vote
          10
          down vote










          up vote
          10
          down vote









          The Dungeon Master's Guide is your friend



          Chapter 9 of the DMG covers both Modifying Monsters and Creating Monsters. That's the best place to start for what you're trying to do.



          Otherwise, have fun, get creative, and be open to adjusting the monster on the fly if it's not turning out the way you expected (too difficult or not difficult enough.)



          Using a third party tool like the Kobold Fight Club can also help in determining if your monster(s) are too much or too little.



          Try to stay vanilla at first



          But I also would recommend against too much homebrew to start with. You're learning the ropes and sticking with official monsters will be easier for you to manage with the baseline developed by WoTC.






          share|improve this answer












          The Dungeon Master's Guide is your friend



          Chapter 9 of the DMG covers both Modifying Monsters and Creating Monsters. That's the best place to start for what you're trying to do.



          Otherwise, have fun, get creative, and be open to adjusting the monster on the fly if it's not turning out the way you expected (too difficult or not difficult enough.)



          Using a third party tool like the Kobold Fight Club can also help in determining if your monster(s) are too much or too little.



          Try to stay vanilla at first



          But I also would recommend against too much homebrew to start with. You're learning the ropes and sticking with official monsters will be easier for you to manage with the baseline developed by WoTC.







          share|improve this answer












          share|improve this answer



          share|improve this answer










          answered 13 hours ago









          NautArch

          51.2k6179345




          51.2k6179345






















              up vote
              8
              down vote













              Consider the power of descriptions over stats, here.



              Don't make extra work for yourself. Whenever you're thinking of using a custom monster, flip through the Monster Manual first to see if there's anything that resembles what you want. You want a stronger wolf? Look at the Dire Wolf stat block. You can alter the description of the monster to whatever you want without needing to change any stats. Tell the party they see a wolf with tentacles growing out of its leg and a massive eye growing on its side, but use the Dire Wolf stat block.



              Remember that as the DM, you are providing all of the information about the world that the players receive. If you tell them that they see a wolf-like monster with tentacles and an extra eye, then that's what they see regardless of the stat block you're using for that monster.






              share|improve this answer

























                up vote
                8
                down vote













                Consider the power of descriptions over stats, here.



                Don't make extra work for yourself. Whenever you're thinking of using a custom monster, flip through the Monster Manual first to see if there's anything that resembles what you want. You want a stronger wolf? Look at the Dire Wolf stat block. You can alter the description of the monster to whatever you want without needing to change any stats. Tell the party they see a wolf with tentacles growing out of its leg and a massive eye growing on its side, but use the Dire Wolf stat block.



                Remember that as the DM, you are providing all of the information about the world that the players receive. If you tell them that they see a wolf-like monster with tentacles and an extra eye, then that's what they see regardless of the stat block you're using for that monster.






                share|improve this answer























                  up vote
                  8
                  down vote










                  up vote
                  8
                  down vote









                  Consider the power of descriptions over stats, here.



                  Don't make extra work for yourself. Whenever you're thinking of using a custom monster, flip through the Monster Manual first to see if there's anything that resembles what you want. You want a stronger wolf? Look at the Dire Wolf stat block. You can alter the description of the monster to whatever you want without needing to change any stats. Tell the party they see a wolf with tentacles growing out of its leg and a massive eye growing on its side, but use the Dire Wolf stat block.



                  Remember that as the DM, you are providing all of the information about the world that the players receive. If you tell them that they see a wolf-like monster with tentacles and an extra eye, then that's what they see regardless of the stat block you're using for that monster.






                  share|improve this answer












                  Consider the power of descriptions over stats, here.



                  Don't make extra work for yourself. Whenever you're thinking of using a custom monster, flip through the Monster Manual first to see if there's anything that resembles what you want. You want a stronger wolf? Look at the Dire Wolf stat block. You can alter the description of the monster to whatever you want without needing to change any stats. Tell the party they see a wolf with tentacles growing out of its leg and a massive eye growing on its side, but use the Dire Wolf stat block.



                  Remember that as the DM, you are providing all of the information about the world that the players receive. If you tell them that they see a wolf-like monster with tentacles and an extra eye, then that's what they see regardless of the stat block you're using for that monster.







                  share|improve this answer












                  share|improve this answer



                  share|improve this answer










                  answered 13 hours ago









                  user48255

                  2,114216




                  2,114216






























                       

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