One of the most suggested gifts for a relatively new Dungeon Master is Keith Ammann’s book, The Monsters Know What They’re Doing. It’s a wonderful resource that shows the reader how to use Dungeons & Dragons Monster Manual foes strategically. It teaches DMs to consider who the goblin ambushers shoot first, making combat feel more real and not just “module says goblins ambush here.” Making Enemies expands on these teachings by asking Game Masters of all systems “What role do monsters serve in your campaign at all?”
In his latest book, Ammann breaks down why monsters as they're known in fantasy even exist. The answer is simple to those who enjoy fiction: Monsters represent fear of something unknown and also tend to embody a theme of the story. Even in bringing up this well-known concept, however, Ammann is challenging us to consider why we use certain monsters in our sessions. Is our monster adding to the story, or is it just another hazard to drain spell slots?
Since he’s established how to run premade monsters like they know what they’re doing, Ammann now tackles creating your own. Yet unlike the many TTRPG YouTubers that already do this, Ammann isn’t here to guide you through how CR works or how to make DnD boss fights as complex as a video game’s. He brings up several roles monsters play in all genres and mediums of storytelling. Then–while building examples in every chapter–he shows you different ways to give your monsters thematic abilities, fatal flaws, off-putting physical attributes, intriguing motivations, and aura.

None of this is to disparage those who run TTRPGs for tactical combat over narrative fulfillment. Making Enemies also delves into how the choice of monster abilities can steer the inevitable combat encounter. Is it ok to add slashing damage immunity on your next boss to remind your cocky Barbarian what fear is? You can probably figure out how to create an evil rival for the Cleric, but what does the Bard’s antithesis look like? You probably have your own answers to these questions, but Ammann presents his ideas in a way that prioritizes player fun and being easy for you to run.
Another way Making Enemies evolves from The Monsters Know What They’re Doing is that it covers multiple systems. Making Enemies gives guidance on creating baddies for DnD 5E & 2024, Pathfinder 2E, Shadowdark, Cypher System 2E, and Call of Cthulhu 7E. Ammann isn’t just paying lip service either. Each section that references monster abilities includes a paragraph for each system that explains how to apply the advice within that system’s specific mechanics. These break downs truly take each game’s difficulty level and vibe into account.
Keith Ammann wrote another thought-provoking, thorough, and useful guide in Making Enemies. As a professional DM, it’s a great refresher on creating monsters with theme in mind so my players are always getting encounters that go beyond your average battle. For hobbyists, this book will help you refine your BBEGs into memorable characters that feel properly foreshadowed, will steal the spotlight, and that your players will love to hate on sight.
5 out of 5 Stars
A copy of Making Enemies was provided by Gallery Books for this review.
Sergio Solórzano is the best Dungeon Master in the USA (according to a Wizards of the Coast competition, anyway). He loves minis and terrain but also goes all-in on improv!
