Using a Monster's Weapons

Post/Author/DateTimePost
#1

Fiend-Factory

Jul 22, 2015 12:05:31

Many monsters possess unique weapon attacks that deal extra damage (Cambions, Genies, Pit Fiends), poison (Drow), or inflict other unique effects, such as infernal wounds. Are these properties part of the weapon, or derived from the wielder? For example, if a character takes a bearded devils glaive, can he use it to inflict infernal wounds? Is there a rule/sage advice on this, or is it DM discretionon a case by case basis?

 

EDIT: Assuming the player is the correct size to use said item.

#2

OoftaMeg

Jul 22, 2015 12:35:47

Fiend-Factory wrote:
#3

transcendantviewer

Jul 22, 2015 19:09:09

5th edition has a feel to it that it's only designed for Module use. As soon  as the players start getting crafty, the rules start to break down. It's a very "DM's Discretion" heavy ruleset, so I won't say whether letting players use monster weapons is good or bad; that's up to you. I would personally have no problem letting them use it, but I'll consider it a magic weapon, which will be taken out of the treasure hoard accordingly. You want to use an Infernal Glaive? Go for it.

#4

Filksinger

Jul 22, 2015 22:55:55

Fiend-Factory wrote:
#5

Slagger_the_Chuul

Jul 22, 2015 23:57:40

I'm pretty sure I recall 3.5 doing similar things with monster abilities (though it did have a variety of creatures using magical weapons).  From a design viewpoint, it's generally a good idea to avoid shoving in too much equipment on a monster (especially equipment with special effects), since it's more efficient for in-game use to have everything you need written in the monster's statistics than having to refer to other books for the details.

 

A +1 longsword is easy, but you could generally get the same thing from the monster's ability scores or other bonuses sources, while a +1 lugubrious whip of succubus entanglement and bewildering ogre fascination will probably force you to hunt up the item details.  Neither one is all that efficient, and it means that you also need to account for that gear when considering loot instead of just supplying whatever is appropriate for the challenge that the monster presents.

#6

Mechatarrasque

Jul 23, 2015 7:10:47

I would let the PC get the extra damage, but I would make the glaive whisper evil thoughts into his/her mind, so they get another flaw and disadvantage as it relates to bluff/intimodation/etc. to devils.

 

I agree with Filksinger that this is intentional.

#7

MrHotter

Jul 23, 2015 9:53:59

I know that the Drow in 5E have a variant where they have magic gear that will be destroyed if they are in daylight for more than an hour. 

 

While individual treasure can be determined with rules in the DM guide, there is not much about monster parts or equipment. The Monster Manual says the DM can decide what equipment is recoverable or usable (MM pg. 11)

 

Some items you can figure out by the stat blocks. If they have armor on and carry weapons then their AC and attacks will reflect that.

 

As a DM I like the idea of players doing things like keeping a medusa's head or trying to take basalisk poision sacks. I don't think there is any official guid to harvesting monster parts, but I could see using a nature check for beasts or medicine for humanoids or maybe religion for undead to try to get a usable part.  

 

 

#8

shintashi

Jul 23, 2015 12:00:22

1st lets look at the Azer.

heated weapons "when the azer hits with a metal melee weapon... it deals an extra 3 fire damage"

this is a monster ability unrelated to the weapon

 

2nd, look at the Soar

it has angelic weapons, "when the solar hits with any weapon, the weapon deals an extra..."

this is identical to the Azer, a monster ability unrelated to the weapon,

HOWEVER, "Slaying longbow...if the target has 100 hit points or fewer...save or die"

and "Flying sword..falls to ground if solar dies"

 

the bow would still be slaying, the flying sword could in theory be picked up and attuned to another person.

 

A pit fiends weapons are magical by default.

 

so its case by case. Sometimes you can generate treasure tables first, and assign magical weapons to the enemy monsters. You can even play the size game, where a monster's dagger or short sword is actually a long sword or great sword for medium sized creatures.

#9

Fiend-Factory

Jul 23, 2015 12:46:50

I think I like the ruling that the typical answer is "No. The monsters, rather than the weapons possess said unqiue abilities,." but with the intent that it can be overruled depending on the DM and situation. There is a lot of opportunities for plot hooks, and such with a Devil's weapons, or specific training required to make use of a drow poison as examples.

 

It definitely seems related to the fact that finding magic weapons is not a given in a 5e game.

 

transcendantviewer wrote:
#10

transcendantviewer

Jul 23, 2015 12:56:02

A lot of good conversations going on here. It's been a while since I've been a part of a forum thread that didn't feel like everybody was just trying to one-up everybody else with the "I'm right because..." argument. 5th edition is got its faults, but it's also got a lot of room for change and specialization, unlike many of the previous editions. And as for shintashi's point, that is certainly true; monster weapons are a case-by-case basis. More times than not, it's the wielder, not the weapon. However, when the weapon itself is awesome, I'll be more than willing to let the PCs have a little fun with it.