Revenants are undead creatures bent on pursuing revenge against individuals who wronged them in their previous lives. As undead creatures, they have no survival instinct per se; instead, they’re driven by compulsions, in this case the compulsion to avenge themselves.
Now, you might argue, hey, you can’t get revenge if your enemy (or someone else) destroys you. And revenants have high Wisdom, high enough to understand the truth of this—and above-average Intelligence, high enough to understand the fact of it. So you might think a seriously wounded revenant would break off fighting and retreat—that is, unless it was getting too close to its one-year deadline.
But you can’t destroy a revenant. Its Regeneration feature restores 10 hp every round unless it’s taken fire or radiant damage; only if the damage that finally reduces its body to 0 hp is fire or radiant damage will the body it inhabits be destroyed. And even when the body is destroyed, the soul returns 24 hours later in a different body.
The only way to keep this from happening is to banish the revenant’s soul to its appropriate afterlife while it’s disembodied, using a wish spell. Only the most powerful wizards and sorcerers—veritable masters of the world—will have access to that. What kind of favor do you think you’d have to do for one of them to get him or her to cast a wish spell on your behalf? (The Monster Manual doesn’t mention this possibility, but I think you could probably also stop a revenant by bringing it back to life with a true resurrection spell. But this is also a 9th-level spell; instead of wheedling a favor out of Saruman, you’ve got to get it from the pope.) Continue reading Revenant Tactics
Time for more things that will kill you even though they have no business moving around at all. The scarecrow and the helmed horror are much more capable of operating independently than animated objects; the shield guardian, on the other hand, is little more than an anthropomorphic drone. Continue reading Construct Tactics: Scarecrows, Helmed Horrors and Shield Guardians
So far, I’ve largely neglected constructs, except for my post the other day on golems. Constructs are different from other monsters, because they’re explicitly not evolved creatures—they’re magical creations, usually from inanimate objects. This means they can behave in whatever manner their creators want them to. (Within limits.)
But if you were creating an animated object, you’d still want it to function in the most effective manner it can, given the traits you’ve imbued it with, wouldn’t you? So I’ll examine these constructs as if they were evolved creatures after all. Continue reading Animated Object Tactics
“I would love it if you could take a look at the umber hulk,” a reader writes. “It’s such an interesting monster to fight against.” I don’t know whether I agree with that—certainly, from a dungeon master’s perspective, it’s not that interesting a monster to run—but maybe the experience is different from the player’s point of view. Either way, the reader’s final point is beyond dispute: “Also, it penalizes characters who ignore Charisma.”
Based on its ability contour, the umber hulk is a straightforward brute: extraordinary Strength, very high Constitution, comparatively lower (though still above-average) Dexterity; its mental abilities are unremarkable.
It has nothing in the way of special skills, such as Stealth, but it has 120 feet of darkvision and 60 feet of tremorsense—the ability to detect vibrations through earth—and it can burrow at a speed of 20 feet per round. Even solid rock is merely difficult terrain as far as the umber hulk is concerned, thanks to its Tunneler feature. So a burrowing umber hulk can lie beneath the ground, unseen, waiting for prey to pass overhead, then make its first strike with advantage as an unseen attacker. Most likely, though, that first attack from hiding is the only one it will get.
It has a fierce melee Multiattack: two attacks with its claws and one with its jaws. But there’s no decision to be made there. The only thing that makes the umber hulk unique from a combat perspective is its Confusing Gaze. Continue reading Umber Hulk Tactics
I was asked about jackalweres in conjunction with my post on lamia tactics. I’m going to look at them in isolation, though, because generally speaking, the company a monster keeps isn’t going to influence its tactics substantially (goblins being an exception when they’re bossed around by hobgoblins).
As the name implies, jackalweres—not “werejackals”—aren’t your ordinary lycanthrope. Rather than humanoids tainted with a bestial curse, they’re jackals tainted with a human curse. Like lycanthropes, however, they typically adopt a hybrid form during combat.
Jackalweres have an unusual ability contour: high Dexterity but merely average Strength and Constitution, combined with above-average Intelligence. This is a contour you’d usually associated with a sniper or a spellcaster, but jackalweres’ attacks are largely melee-based. This suggests three things. First, jackalweres are highly unsuited to drawn-out combat and will abandon a fight quickly if they don’t immediately get the upper hand. Second, they’ll rely heavily on guile. And third, the successful use of their Sleep Gaze feature—the closest thing they have to “spellcasting”—will figure prominently in their strategy. Continue reading Jackalwere Tactics