[RPG] How to make a creature feel impressive without scaring the players away

dnd-5eencounter-designgm-techniques

At the end of the homebrew campaign I'm running, I plan to have the characters face off against a big, scary monster. It's designed to be (almost) impervious to regular weapon attacks, but there will be various ways to either avoid or negate its attacks and 'defeat' it without killing it.

Through various choices made in the adventure so far, the party is actually well on their way to having it in fact be friendly towards them when they encounter it, though it will be dominated and/or controlled by the real enemies into trying to attack the party.

My party has proven to be relatively cautious so far. I would like to describe the creature as large and imposing, with very powerful attacks that would normally reduce anyone caught in them to very small pieces.

I'm afraid that when I describe the creature as super-powerful, my players will decide it is obviously way out of their league and (sensibly) refuse to enter the area, and miss many of the more interesting interactions they could have there. On the other hand, if I describe the creature as too wounded and weakened, it will not feel like the impressive, nail-biting end-of-adventure encounter I hope to give my players.

The players have discovered so far that the creature is a red dragon, though they don't know its age. They also know that it's being held against its will, though I don't think they realize yet how much it hates its captors.

In past encounters, they have reacted to various descriptions of enemies with realistic responses:

  • Their first combat encounter, described as a small handful of goblins
    and gnolls eating dinner and unaware of the party, had the party sneak
    into position, then attack with overwhelming force.
  • Their third combat encounter, where they thought that a horde of
    vicious beasts was about to descend on their position, had them
    retreat and take up defensive positions. (There was only a small
    horde of confused, weak, hungry creatures, but they didn't know that beforehand.)

This is my first time being a DM for this group (and in general) after being a player for many years, so I'm not sure whether the players have a feel for my 'DM'ing style' yet. During our session 0 I did promise not to maliciously put them in unwinnable situations, but I also promised to play the enemies as intelligent and as realistic as I could. So far this has meant using formations and running for help when losing a fight.

The party's caution so far is warranted by the situation. They are performing a raid behind enemy lines; just a three man party raiding the enemy HQ. They know that if they allow the alarm to be raised, which so far they have cleverly managed to avoid, things will get much harder for them. However, the captured red dragon is the enemy army's secret, war-winning superweapon that they have been tasked to disable, so unless they deal with it in some way, they cannot fulfill their assigned task.

How do I make it clear that, while dangerous, they have a multitude of options to deal with the creature?

Note: we're using D&D 5E, though I imagine this question could be applied across various systems.

Best Answer

Showing That a Monster Is Dangerous

The most important thing to remember when trying to convince your players of a fact or emotion is to show, not tell. So, how to show that your monster is dangerous? You can invoke the oldest trick in the books: Surprisingly Sudden Death.

Have the group be accompanied by one or more relatively powerful NPCs. Then, in very a surprising turn of events, most or all of them die (or are incapacitated) by this monster. This can happen relatively easily within the mechanisms of any game, simply have the monster set up a trap or give it one or more free moves of powerful attacks.

Describe the horror in the NPCs' faces as they die one after the other in a few seconds. Surely, this will shake your group up.

Optional: If you're wondering why your group cannot help the dying NPCs, you can use different methods. For example, maybe this group of NPCs acts as a vanguard, and thus is a few hundred meters ahead of the group (but still in visible range). Another way would be to have the trap include some kind of temporary imprisonment of your PCs (e.g., a falling cage, a hole, etc.)


Showing That a Monster Is Vulnerable

But if a group of powerful NPCs just died that easily, then why would your PCs stay and fight? It's simple. One of the NPCs, moments before dying (or being incapacitated) managed to strike a powerful attack/spell on the monster.

This attack deeply wounded the monster giving it some kind of very clear disadvantage. Describe to your players how the monster is visibly in pain. Maybe it was super-fast before this but now has "normal" speed. Or, maybe it was able to attack multiple times in a turn before (that's how it killed all of the NPCs) but not anymore.

With this technique, not only you've just shown that the monster is vulnerable, but you've also created a once in a lifetime opportunity to kill/destroy/incapacitate this monster.