tl;dr: Your monster has a great stat block and a cool backstory—now you have to run it. Don’t play every creature like a video game mob that attacks the nearest target. Think about its intelligence. Is it a Mindless Beast that just swarms? A Cunning Predator that targets the party’s healer? Or an Intelligent Strategist directing its minions like a tiny, evil general? Also, fights should have a second act. Plan a “Bloodied State” for when the monster gets hurt—does it get angry, scared, or desperate? Finally, remember that almost nothing fights to the death. Give it a reason to run away, creating a recurring villain instead of just a dead one.
Welcome back to “Beyond the Stat Block,” our grand tour of monster-crafting. So far, we’ve built a dynamic mechanical chassis (Part 1) and breathed life into it with lore and motivation (Part 2). Now for the fun part: getting behind the eyes of your creature and making it act like the terrifying, brilliant, or just plain angry beast it’s meant to be. Let’s direct the scene!
Directing the Scene
You’ve done the prep work. You know your Ghoul is driven by an insatiable hunger (its motivation) and can paralyze with a touch (its mechanic). So, what happens when combat starts?
This post is all about the “how.” How does your monster fight? A creature’s intelligence, instincts, and morale should dictate its actions. This is the step that transforms a fight from a trading of blows into a dramatic, unpredictable scene. You’re no longer just an administrator of hit points; you’re the director.
Section 1: The Spectrum of Intelligence
Not all monsters have a Ph.D. in tactical warfare. Playing your monster according to its intelligence level is one of the biggest upgrades you can make to your GMing.
The Mindless Beast (INT 1-5): Think Zombies, Oozes, or very, very dumb animals. These creatures run on pure instinct. They’ll likely attack the closest, biggest, or most recent threat. They are easily distracted, can be kited, and will fall for the same trick twice. Their strength is in numbers and sheer ferocity, not brains.
The Cunning Predator (INT 6-12): This is your wolf pack, your goblin skirmisher, your classic predator. It’s smart enough to be strategic. It will use the environment for cover, set up ambushes, and—most importantly—it will focus fire. This creature understands the “wounded gazelle” principle. It will target the unarmored spellcaster, the isolated archer, or the already-wounded party member. It wants an easy meal, not a fair fight.
The Intelligent Strategist (INT 13+): Welcome to the big leagues. This is your Hobgoblin Captain, your Vampire Lord, your Lich. This creature thinks several moves ahead. It will direct its minions, prioritize threats logically (neutralize the healer, break the fighter’s concentration), use debilitating spells before unleashing damage, and might have complex goals beyond “kill everyone.” It might even try to talk, taunt, or bargain mid-fight.
Playing a pack of Kobolds like they’re Mindless Beasts is a mistake. They’re Cunning Predators! They should be using their tunnel networks, setting up cheap traps, and ganging up on a single target. That’s way more terrifying than just having them charge in a straight line.
Section 2: The “Bloodied” State - The Mid-Fight Twist
A good story has a beginning, a middle, and an end. A good fight should, too. The “Bloodied” state—a term for when a creature is significantly wounded (usually around 50% HP)—is the perfect moment to pivot the narrative. When your monster realizes it’s mortal, its behavior should change.
Gets Angry: It throws caution to the wind, abandoning defense for all-out, reckless attacks. Maybe it unlocks a new, desperate power it was saving.
Gets Scared: It switches to defensive tactics. It pops its invisibility potion, raises a magical shield, or uses its turn to try and heal.
Gets Desperate: It tries to take someone down with it. It might grab a player and threaten to jump off a cliff with them, or trigger a self-destruct sequence on the magical artifact it’s guarding.
This mid-fight shift breaks the monotony and keeps your players on their toes. The fight isn’t just winding down; it’s entering a new, more dangerous phase.
Section 3: The Courage to Run - Morale is Not a Weakness
Repeat after me: Not everything fights to the death.
In the real world, self-preservation is the strongest instinct. Giving your monsters a breaking point makes your world feel real and your players feel smart for discovering it. What makes it run?
Taking a specific type of damage (e.g., Goblins are notoriously afraid of fire).
Its leader being killed. The moment the Hobgoblin Captain falls, the goblins break and flee.
Seeing its “big move” fail. The dragon unleashes its breath weapon, and the party’s Paladin uses an aura to save everyone. The dragon might think twice about continuing this fight.
Losing a certain number of its allies. Once half the pack is down, the remaining wolves might decide this hunt isn’t worth it.
A monster that runs away is a fantastic story hook! It can go get reinforcements. It can become a recurring nuisance who now has a personal vendetta against the party. It can lead them right into a bigger, nastier trap. Don’t be afraid to let them escape.
Your Mission, Should You Choose to Accept It…
Thinking like your monster is a skill, but it’s one that pays huge dividends. It makes combat tactical, exciting, and feel like a genuine clash of wills.
GM Homework: Let’s finish up with our Ogre. We know it’s a displaced, terrified creature (Part 2) with a shove and a roar (Part 1).
Define its Intelligence: It’s a Mindless Beast (with a hint of Cunning Predator because it’s scared). It will attack whoever looks scariest, but it’s not a brilliant tactician.
Plan its Bloodied State: When it gets hurt, its fear takes over. It stops trying to fight and uses its whole turn to try and intimidate the party with its roar, hoping to scare them off so it can get away.
Define its Breaking Point: It will run if it takes fire damage (reminds it of the dragon that chased it from its home) or if the party doesn’t back down after its scary roar.
Next Time on Beyond the Stat Block… We have done it. We’ve built a complete creature with mechanics, lore, and a brain. In our final part, we’ll zoom out and look at how to make it a truly legendary encounter by exploring non-combat solutions, player discovery, and the lasting consequences of the party’s actions. See you for the grand finale
This is a great series, specially for giving a lot of storytelling options to solo players.