3 Monsters That Will Terrify Your Players This Halloween

Spooky season is in full swing and it’s the perfect time to introduce a little terror into your Dungeons & Dragons game! Whether your adventures lean more into combat or roleplay, you have plenty of D&D monsters to torment your players with. Here are a few to bring into your games and how to raise the stakes. 

  1. Zombie
  2. Elder oblex
  3. Sibriex
Setting limits on horror in D&D

Approach your players before exploring horror themes in your games. Ask them what genres of horror they prefer and any hard lines they might have. The sibriex, for example, is a gory monstrosity that leans heavily into body horror and could make some players uncomfortable — or straight up nauseous — by virtue of just how gross it is! 

1. Zombie

Zombie hoard from Van Richten's Guide to Ravenloft

Zombies appear as they did in life, showing the wounds that killed them. However, the magic that creates these vile creatures often takes time to run its course. Dead warriors might rise from a battlefield, eviscerated and bloated after days in the sun. The muddy cadaver of a peasant could claw its way from the ground, riddled with maggots and worms. A zombie might wash ashore or rise from a marsh, swollen and reeking after weeks in the water.

Source: Player's Handbook

Let's kick things off with a horror classic: zombies! There’s a reason why these monsters have captured the hearts and minds of horror fans for over 50 years. The very idea of an enemy that can’t be stopped by normal means is scary enough, but when that enemy can be the reanimated corpse of a dear friend or loved one? That’s when the terror really starts to kick in.

Mechanically, zombies might not seem like much. They have a challenge rating of 1/4, a few hit points, and a slow speed. But there are a variety of ways you can spice up this horror classic to help this brain-eating creature have your players fleeing.

How to bring the horror

As any zombie fan will tell you, these monsters are at their deadliest when moving in groups, so consider overwhelming your party with a zombie horde. (If the characters choose to fight, keep combat flowing by using the rules for handling mobs in the Dungeon Master's Guide.) Alternatively, you could lure the adventurers to cursed ground, where you can grant a small group of zombies advantage on Constitution saving throws made for Undead Fortitude. This would help them survive longer in combat, better emulating a zombie's stubborn unwillingness to die.

To really bring the pain or just add variety to the zombies the characters encounter, you can tweak the zombie stat block or pepper in other kinds of zombies:

  • Sprinters: For fast-moving zombies, allow them to take the Dash action as a bonus action.
  • Rampagers: Tack on Multiattack for truly ruthless zombies.
  • Hiders: Get the jump on the characters by giving zombies the False Appearance trait. While they remain motionless, the zombies would be indistinguishable from corpses.

Setting the stage is important, too. For example, if the characters are in the middle of a dungeon crawl, you could describe the growing stench of rot and the distant sound of shuffling feet. As the characters round a turn into a large cavern, they discover a mob of zombies that slowly turn in their direction. You can raise the stakes by placing the party's destination — like the exit to this hellish dungeon — on the far side of the cavern.

If you prefer more narrative horror, don't shy away from pulling at your players' heartstrings. A zombie in the crowd could be the undead corpse of a beloved NPC, a character's family member, or even a former member of the party themselves.

2. Elder oblex

By experimenting on the slimes, jellies, and puddings that infest the depths of the Underdark, mind flayers created a special breed of ooze, the oblex — a slime capable of assaulting the minds of other creatures. Cunning hunters, these pools of jelly stalk prey, searching for the memories they so desperately crave. When oblexes feed on those thoughts, sometimes killing their victims, they can form weird copies of their prey, which help them to harvest even more victims for their dark masters.

Source: Mordenkainen’s Tome of Foes

What's more terrifying than a foe disguised as a friend? The elder oblex collects memories and creates perfect simulacrums of its victims using gooey tendrils that can extend up to 120 feet away.

Though not the most mobile of monsters, the elder oblex is ever-evolving, taking on not only the memories and languages of the creatures it consumes but their proficiencies as well. Its ability to impersonate anyone it has devoured in this way, along with a bevy of innate spellcasting options, makes it a truly cunning predator that can hide in the shadows until it’s ready to strike.

Elder oblex artwork from Mordenkainen's Tome of Foes

How to bring the horror

Though the simulacrums the elder oblex creates are perfect in every way, they do have two noticeable weaknesses: the slimy tether anchoring the false face to the pile of ooze itself, and the faint smell of sulfur the simulacrum gives off. Utilize the elder oblex in a setting where it has space to hide but can still reach out with its tendrils to tempt new prey. Perhaps family or friends that have been consumed awaken your adventurers in the night, begging them to follow to an abandoned warehouse or into the sewers.

Alternatively, you could have the elder oblex run its own tavern. Able to impersonate 2d6+1 of its victims, the elder oblex could be the tavernkeeper, the drunkard and other patrons, and the bard who sings a joyous song from a dimly lit corner of the room. The simulacrums could feed false information to the characters and be none the wiser to the fact that an elder oblex is hiding in the floorboards beneath their feet.

The elder oblex’s innate spellcasting allows it to be a master manipulator, confusing and confounding the party. Their ability to cast charm person, detect thoughts, and hold person at will allow it to fully prepare the stage before moving in for the kill. Additional spells like confusion and hallucinatory terrain force the characters to question their very reality.

3. Sibriex

Thought to be as old as the Abyss itself, sibriexes haunt remote parts of the plane, where they use their vile abilities to breed new horrors and apprehend forbidden lore. Rivulets of blood and bile cascade from a sibriex’s body. Where these noxious fluids hit the ground, the landscape becomes polluted.

Source: Mordenkainen’s Tome of Foes

For D&D groups that enjoy body horror and gore, the sibriex is a demonic fiend that can change the physical makeup of its enemies, eventually warping them into unrecognizable abyssal wretches fully under the sibriex’s control.

A sibriex is so disgusting, even being within 30 feet of it is bad for your health. It is truly one of the most horrific monsters in D&D and, should your party choose to face it head-on, offers a fate worse than death for those it overcomes.

How to bring the horror

Sibriex from Mordenkainen's Tome of FoesJust let your players see it. No, seriously, the sibriex is absolutely hideous. Lean into your narration of the monster's mangled, bleeding, and bile-dripping flesh and watch as your players' eyes widen in horror.

To lead up to the party's encounter with a sibriex, drop clues of its influence by detailing corrupted vegetation and the remains of its victims. A sibriex fills the lands it presides over with demonic monsters like rutterkins and abyssal wretches, which can soften up the party before they meet this supremely vile creature.

In combat, the sibriex’s Warp Creature ability is the ultimate fear generator. The characters won't be as concerned with being bludgeoned to death as they will be at being transformed into a gibbering demon — a fate that can only be undone by wish.

Wrapping up

As scary as monsters are, the real terror comes from how you weave them into your story and haunt your players with them until the final fateful encounter. If you're looking for more creatures to terrorize your characters with, check out other monsters found in Mordenkainen’s Tome of Foes.

For ideas on the perfect setting to spook your players, the domains of dreads found in Van Richten's Guide to Ravenloft are a great place to start. Or you can create your own domain of dread, as we did with Critical Role's Taliesin Jaffe!

Strahd Must Die Tonight! How to Play Ravenloft in a Single Night
by James Haeck
Embracing Your Wild Side: Playing As a Lycanthrope in D&D
by Jeremy Blum
Taliesin Jaffe’s Domain of Dread: Vendamir, a Land of Tomes and Ashes
by Michael Galvis

Andrew Strother (@RollPersuasion) is a marketing consultant and tabletop content creator. He’s the host of the podcast Roll for Persuasion, where he interviews creators and entertainers about the nerdy things they love, as well as being the co-creator and a co-star on Second Star to the Right: A Neverland Adventure; a D&D actual-play game set in the magical world of Neverland.

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