Wednesday, April 16, 2025

Limited Challenge Role Setting

 So, I had an idea for a limited CR setting.

That’s is one where the number of higher Challenge Rating foes decrease the more powerful, they are. Now most of these sorts of ideas tend to be very focused, a selection of monsters meant to fit a theme, usually mythological. But by applying it to all of them I hope to see what interesting concepts shake out of the exercise.

I’ll be using the Pathfinder 1E Bestiary 1, since that’s about as good a collection of concentrated OGL monsters as you can get.

The idea goes like this: There should be only one of each monster above CR 20 because there is only one Tarrasque.
Therefore, there should be 10 of the next range below and further down. I had originally debated whether to divide the 20 or so CRs into blocks of 4 or 5 but settled on the latter for neatness. I assume there is no limit to the number of monsters at CR ½ or under. Which overruled another idea to have 100,000 for CR ¼ to ½.

CR 21+: 1 of Each

CR 16-20: 10 of Each

CR 11-15: 100 of Each

CR 6-10: 1,000 of Each

CR 1-5: 10,000 of Each

This immediately lends itself to a Tolkien-style setting. Not one based on choice, but simple because the two dominate forms of humanoids are the playable set, known as Demi-Humans in prior editions and the Orcs and Goblins.

I started by going through them alphabetically, but gave up when I realised how many fall under animal or one-off humanoid. Only writing entries when something interesting cropped up.


Aboleth - CR 7 so only a 1000, if there were any more once, they probably weren't many more than that. A Leviathanic civilisation.

Leviathanic in this case referring to Hobbes, as each intelligent creature is its own body politic, self-sufficient and not inherently needing each other except for mating.

Same for Intellect Devourers.

 

Angles - CR 14, 16 and the Solar at 23.

The number of Angels in existence is 111, and there is 1 Solar, who is the second most powerful individual creature in the setting. Not just the founder of cults but a being whole religions are built around.

Animated objects range from CR 1/2 to 11. So, expect only a few to be named foes but everyone knows about them, even if they never saw one.

Archeons are less so, CR 2, 4 and 14 means they are the heavenly host that fill the background scenes of illuminated scrolls, with only the 100 Trumpet Archons possibly being listed in grimoires with names.

Azata are just kind of there, just like in regular Pathfinder filling a planar slot. There are enough to fill an afterlife but again, only the top hundred at CR 13 would be known.

If any has used them as a major plot point, I would like to know.

 

Barghests come in multitudes and probably tie to Goblin lineages and tribes where they form a kind of evil ancestor/fiendish spirit. There are only 10,000 Goblin Dogs so maybe the mark of a chief is the ownership/companionship of one. To be a king is to have a warren of these to outfit a calvary squadron independent of Worgs.

 

Lots of humanoids in the 10,000 category. Much more likely to be weirdos who have travelled long distances to sit in dungeon environments or more interestingly, there are homelands where they concentrate.

Boggard Swamp isn't just a big swamp but a region where nearly all 10,000 of the nasty toads dwell and defend. Makes recruiting or dissuading them much more of a plot point, if the villain is seeking to raise an army from each homeland.

Elves and Gnomes probably gave up a lot to become playable characters, there are enough fey, fey-like beings or spirit written up as physical monsters (Naga for example) to fill several kingdoms, but they suffer the same limiting factor as non-playable humanoids where the hard limit restricts them to world-wide bands or a single region as Their Land

 

Things in the 10,000 categories portray a mosaic ecology, where you only get so many of each medium or largish mammal and the next region over it's a raptor or a giant spider occupying the same ecological niche. Something is supressing the spread of these monsters or supplanting them.

For some stupid reason D&D 3E decided a non-magic wolf of normal size was a threat on its own for four, armed people.

But big animals and oozes are much rarer, Cave Bears, non-Raptor dinosaurs, fake-dragons and elephants are only a thousand each. Either very rare or found in very specific and fragile environments.

Non-earthly ecologies tend to fit around this number as well, a thousand of each monster. Maybe the world is quite desolate, where monsters and people are few and far between.

While most dinosaurs are in the 1,000-creature range, Deinonychus and Pteranodon are CR 3. Meaning they feed into the widely spaced mosaic ecology or it implies there is a lost world region if not scattered.

 

Didn't remember that Cyclops Ogres and Trolls fall under CR 5, so there are enough that everyone will probably encounter them but few will see them without adventuring. Since 10,000 across the world is still sparse. But still 10 times as likely as a chimera. Manticores are CR 5 meaning them show up relatively frequently as well.

Likewise, there being a limit of 10,000 doppelgangers and other gotcha monster like Were-Rats and Were-Wolves is interesting. From the description they are immediate threats any community, yet even regular D&D and Pathfinder tend to use them sparingly. Everyone knows there is only so many, so there is unlikely to be one here. But there are maybe 10,000 settlements (maybe an appreciative fraction) where they lurk, stirring up trouble. Or they are like Lamia and Medusa (1,000) and hide out sometimes in the wilderness like Eberron Shifters, with their own secret codes and societies.

 

While there are only a thousand horses suitable for riding, there are an unlimited number of ponies and riding dogs. Travel is at a bit of a slow pace.

 

Most demons types are only a 1000 to 100 of each (excluding Dretch and Quasits at 10,000), enough to fill obscure and blasphemous tomes but too many for general circulation. But most of the iconic ones are CR 15-20, meaning the 10 are certainly referenced by name and a GM might want to assign one when such a creature comes up.

Balor Lords are called out as being CR 21-25 with unique Demon Lords at CR 26 or greater. Since the rules stated that Anything above CR 20 was unique, it means perhaps you skip the Demon Lords of the abyss at all and just have ruling Balor Lords, who do not deign to leave their plane of power except to bring about the end of creation.

One hundred Retrievers means those are precious status symbols that filter down to lesser powers. Assume each Balor Lord and regular Balor has one and have the rest pop up wherever.

 

Everything that applies to Demons applies to Devils. With the exception that Bearded Devils, being CR 5 form a clearly distinct Legion of the Hell vibe and witnessing their marching might convey the scale, despite being 10,000 max. Hellhounds being 10,000/1,000 in number means you would see them mixed in for pretty much everything.

The whole planar ecology is small and mostly in the 1,000 to 100 range per species. They are immortal creatures, each with a set range and a set prey.

Half-Celestials and Half-Fiends might be a more common foe for cults to use where another game would use summoned monsters. Just because their CR+1 to +3 more easily allows them to fit under the limit.

Kytons (Pathfinder's Not-Chain Devils) are CR 6 and get thrown far into the background as a mere 1,000 monstrous freaks. Sprinkle them as creepy cult leaders or an adventure for thwarting their collective schemes. Just know that a concentrated effort to get rid of them from the players might succeed.

 

Dragons are interesting.

While they have a fairly linear growth pattern, moving up a CR band each major growth stat block, it means that dragons are broadly OK with losing 90% of their cohort each stage of their lives until there are only 10 remaining. The Ancient Dragons of their colour.

On the face of it, the greatest of the dragon species should be known far and wide, sine there are the 100 greatest dragons whose hunger and plans could threaten empires and obliterate kingdoms. Song and grimoire dedicated to their history and cataloguing their actions and weaknesses. Even for the 1000 Elder dragons. With the frequency that D&D-derived games use dragon gods, these 100 could be the mortal instruments of speakers for them, Bahamut and Tiamats’ cardinals or apostles.

But even within the pattern worldbuilding wrinkles appear.

Red and Gold Dragons Wyrmlings and Young Dragons start in the CR 5-10 range, a mere 1,000 and Red Dragons stay that way as Young Dragons. Maybe Red Dragons disperse and though tough enough for their birth environment, find themselves outmatched as they approach maturity but are not yet powerful enough to take on full adults. Gold Dragons bulge out at the young and adult stages, keeping to 100 of each. Maybe they are just so powerful that when they seek out danger, they take on only the greatest challenges.

Silver Dragons also start at CR 6 and are Young Dragons at CR 10. Considering their natural shapeshifting, the 1000 of each cohort are probably nested within humanoid settlements until they reach maturity, they have to struggle with the rest.

White Dragons are a different set all together. Their Ancient Dragons top out at the 1,000 mark. Meaning there is 10,000 Young White Dragons and another 1,000 Adults. Substantially outnumbers all other dragon colours.

What implications do we draw from this?

That to most of the inhabitants, a dragon’s breath is cold? That the mountain tops and frozen wastes are dominated by hundreds of comparatively weaker and dumber dragons? That most heroes have slain a white dragon in their lives, and it's seen less of a triumph than a milestone?

 You could even explain the lack of riding animals with Dragonlance-style knights on dragons being the preferred method for nobility to fight. And slaying the local dragon is seen as an act of rebellion, for the feudal system allows one's dragon to feed with compensation to those who lose livestock. Or that each feudal nation finds some dragons to pay tribute/ally with to provide elite mounts.

The arbitrary limit I imposed of choosing the number by the monster entry CR also explains the mosaic ecology. As there are so many dragon entries, the number of dragons increases compared to all other animals. The majority of higher trophic positions in the ecology, the apex predators, are filled with dragons. Young Dragons gorging themselves for the next fight or Adult and Ancient Dragons (mostly White Dragons) dominating whole regions to feed their Leviathanic existence.

Half-Dragons defaulting to CR 7 means there are maybe 100 of each colour if split evenly. So very rare and if there is a dragon religion, following the words of the Ancient Dragon council(s), they might serve as a caste or one-off creature made for a purpose.

 

The 100 Crag Linnorms and the 10 more other each of the other two are everything I just wrote about dragons but more concentrated. Like how Golarion has Linnorm Kings, where Vikings only pick a king who has slain such a beast. Here, there are Linnorm Emperors, Brytenwalda who can meet a "Dragon Emperor" face to face. Or they are just exceptionally nasty creatures which are the doom of many proper dragons and dwell in the north, maybe the White Dragon's natural foes.

 

A 1,000 Driders means something, an exclusive process as punishment or reward, but rarely given. There are 10,000 Drow Nobles. 10 great houses more like Hindu Varna where they form sub-castes or semi-independent tribes or 100 houses of large extended families?

Maybe split the difference and give the Drow a little flavour by having both, one for each civilisation of dark elves.

 

Dryads, Nymphs and elementals (including stuff like Invisible Stalkers, Mephits and other elemental outsiders) are interesting. The arbitrary limit means there are only so many places magically charged to house such monsters outside their planes. Elementals cross the CR 10 mark as Elder Elementals, meaning the 100 or so of each should have had their identities listed in a tome.

 

Special attention must be pointed out to the Froghemoth at CR 13, a 100 and no more roam the earth and since they came from Expedition to the Barrier Peaks as aliens, it seems fitting to make them such again, terrible beasts brought to the setting by some cosmic force and now strike terror in the lands.

 

100 Devourers. 1,000 Ghosts. 1,000 Mohrg. 10,000 Ghouls. 100 Liches. 10,000 Mummies. 10,000 Skeleton Champions and the same again for each skeleton variant. 1,000 Spectre. 1,000 Vampires (10,000 Spawn). 10,000 Wights. 10,000 Wraiths and 1,000 Dread Wraiths.

The undead are numerous and probably one of the most common type of monster the CR imposes on a setting, not that implies every graveyard has one or two of them. But there must be ancient cities and lost crypts filled to the brim with them or emptied out to serve as armies of the dead by necromancers.

The limited number of higher-tier undead suggest that there is a finite amount of negative energy on the material plane. And most of it is bound up with the greater undead, the Liches who might have ruled or still do rule an empire. Like the Tomb Kings from Warhammer. You could even use the WFB 4E+ idea of Vampires vs Mummies by having the 1,000 Vampires be an alchemical/ritual splinter group, one which preserve more of their bodies at a constant cost in blood.

That might be their MAD doctrine to the mortals, do not destroy us or the number of undead in the world will increase. It could also be taken that maybe the ways to make undead are lost arts except to them. It's a very different setting if every Ghoul and Mummy has a serial number made of hieroglyphics marked on its arm or torse.

Without the binding magic of the long-forgotten kings or priests, the dead remain spirits or mindless skeletons/zombies. If you want to make the undead lords entirely bad, maybe they preserve the ritual that allows spirits to manifest on the plane itself.

The Shadows, Spectres and Wights are a special problem. While they have always been an issue due to their ability to accelerate their numbers and overwhelm a setting, the low number of monsters, most of whom are low CR/HD made this a bigger setting issue.

Assuming the power limit is essential unless they drift off to the Negative Plane quickly. The undead can create more of themselves, but the CR limits mean once they hit the cap, they lose the ability, merely killing the target.

Though Yellow Musk Creepers are not undead, they have the same issue and at CR 2, are relatively plentiful for a monster. But the CR limit might just be the carrying capacity of whatever limited environment they find themselves competing in.

 

There are 100 each for Cloud and Storm Giants and a 1000 each of the rest. Still just about fall under the banner of humanoids, with their small bands of seperate homelands, just scaled up. But expect the more friendly giants to be miffed if you don't know their name or who their relatives are.

 

Gibbering Mouthers are very common for a monster at CR 5, bubbling up from the deeps, spun off the 10 Shoggoths who restless pace the lower strata or lie beneath some forgotten realm. Or shoggoths are the final stages of Gibbering Mouthers, what happens when the monster learns placidity.

 

Golems are rare and there are only 10 Iron Golems in the world, maybe the secret is lost. Iron Cobras might be their replacements at CR 2-3.

 

There are 10 Krakens and they rule the deep. Cults serve them since their domains, if not their names are known.

 

10,000 Nightmares but only 100 Cauchemar Nightmares. The evil Shadowfaxs.

 

100 phoenixes at CR 15 probably means they keep all their special symbolism. Maybe individuals have regional distinctions that locals use in their depictions. Birdwatchers track genealogies. Similarly 100 purple worms mean the dwarves and sages know them all and their locations. Killing one is a big deal for the setting though doable by a band of heroes with "only" CR 12.

 

Weirdly, a 1000 Rakshasas mean they are substantially fewer in number than their real-life mythological counterparts. No doubt they all have monikers passed down through the ages. But still as many as required to have them appear as foes without being setting shaking.

 

100 Ropers mean those areas of the underground are clearly marked or widely estimated.

 

Even the base game says there is only one Tarrasque. And on the material plane it is the most power force. At CR 25, only the Balor Lords are greater and they never leave their realm. Only the Solar and the armies of the church or the might of the dragons could force it back to sleep.

 

At CR 1/2, there are unlimited numbers of Tengu, when some of the specialised races of playable characters like Svirfneblin (Deep Gnomes) hit the 10,000 limit at CR 1.

 

A 1,000 Treants means there is one Fangorn Forest alike or only a few in any major woodland.

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