You see a name like “cave fisher,” and it doesn’t register with you at first, and as you study the stat block, you come to realize that the name is almost a perfectly literal description of what the creature that bears that name does: It sits in lightless caves, casts a line, waits for a meal to come to it, then reels it in.
A relative, perhaps, of the giant spider, the cave fisher is a human-size, wall-crawling arachnid with crablike claws. A solitary predator, with double proficiency in Stealth, the cave fisher is pretty dumb and inflexible, but it has one good trick up its sleeve: an extremely strong, extremely sticky filament that it can use to yank victims toward it from as much as 60 feet away. Coincidentally, I’m sure, 60 feet is the most common radius of darkvision, which means that if the cave fisher positions itself just right, it can lie in wait just beyond the ability of any prey, even prey with darkvision, to spot it. Even if it must lurk closer, expertise in Stealth plus disadvantage on targets’ Perception checks is a strong combo.
On top of that, it has Spider Climb, which allows it to move freely along walls and even across ceilings. This allows it to pull the dirtiest of tricks: hiding on the ceiling, then yanking its prey up to it, where if said prey manages to wriggle free of the cave fisher’s sticky strand, it has nowhere to go but straight down. Continue reading Cave Fisher Tactics
Time for another oldie but goodie: the slithering tracker, one of the Advanced Dungeons & Dragons Monster Manual’s original oozes. Mind you, back then, “ooze” wasn’t a monster category; certain monsters simply happened to be oozy by nature. Also, it was smaller: only 2½ feet long. (It’s Medium-size now.)
A curious thing about the slithering tracker is that its lore has also been changed: it’s no longer a mere denizen of the underdark but the product of a nasty magical transformation, the sort that usually produces something undead, and rather than simply hunt prey to consume, it actively seeks vengeance. However, unlike, say, a revenant, once a slithering tracker sucks the life out of its target, it doesn’t consider its mission fulfilled. Instead, it keeps compulsively sucking life from whatever other beings it can suck life from until it’s put out of its misery.
For this reason, you can’t treat a slithering tracker like any other ooze. It’s much more akin to the undead, in the sense that it’s driven by a compulsion that it can’t control and that overrides its survival instinct, despite its high Wisdom. Continue reading Slithering Tracker Tactics
Given a choice between looking at a completely new monster and one from the good ol’ days, I have a strong tendency to gravitate toward the latter, and when I wrote up a list of creatures from Volo’s Guide to Monsters and Mordenkainen’s Tome of Foes that I haven’t examined yet, one name jumped out at me: the leucrotta, which appeared in the original Advanced Dungeons & Dragons Monster Manual along with a much handsomer illustration than it’s given in Volo’s—but not nearly as hilarious a description. (Volo’s: “A leucrotta is what you would get if you took the head of a giant badger, the brain of a person who likes to torture and eat people, the legs of a deer, and the body of a large hyena, put them together, and reanimated them with demon ichor without bothering to cover up the stink of death.”)
I don’t recall leucrottas’ being associated closely with gnolls in the earliest days of the game, but in fifth-edition D&D, the connection is explicit: they’re another creation of the demon lord Yeenoghu. They’re smarter than the average gnoll and even smarter than gnoll pack lords, though not quite up to the level of a gnoll Fang of Yeenoghu. But they’re also less social, associating with gnolls mainly out of convenience and treating them as pawns when they do.
Leucrottas are large, fast, strong and tough—brutes, but unusually swift ones. They’re predators, but they lack proficiency in Stealth, which necessitates some creativity in their hunting pattern. How does a predator capture prey when it’s not good at hiding? Continue reading Leucrotta Tactics
Pacts formed with supernatural patrons tend not to have escape clauses, and the penalties for breaking them can be unpleasant. Did you make a pact with an archfiend to do its bidding in exchange for occult powers and fail to live up to the terms? No “till death do us part” in this vow—that archfiend owns you after death, as well. You’re a deathlock, Harry! Free will? No longer an issue. You’re undead now, and your compulsion is to serve your patron—and to do a better job of it than you did when you were alive.
I got my first request to look at the deathlock a fairly long time ago, but just yesterday a reader noticed that it was finally coming up in the queue and asked: “The deathlock only gets two spell slots. What does it do afterward? [Player character] warlocks are built around recharging with a short rest every battle, but enemies rarely survive to return for a second battle, and with its pathetic stats, the only way it’s going to survive is by casting invisibility—and if it saves a spell slot for that, it’s down to one spell slot.”
Well, first of all, let’s look at whether the premises of this question are true. The deathlock’s ability contour peaks in Charisma and Dexterity, which is exactly what you’d expect of a spellslinger in general and a warlock in particular; its Intelligence is also above average. Its 36 average hit points (which you can nudge up, incidentally, if you feel like it needs more staying power) aren’t out of line for a challenge rating 4 foe. Plus, it has resistance to physical damage from nonmagical, non-silvered weapons, so unless you’re handing out magic items like candy, there’s a decent chance that your mid-level adventurers will do only half damage to it. (It’s also resistant to necrotic damage and immune to poison damage and the poisoned condition, but these are less significant.) Continue reading Deathlock Tactics
Today I look at two related creatures from Volo’s Guide to Monsters, the chitine and the choldrith, part-elf, part-spider abominations created by magic as servitors of the spider goddess Lolth, patron of the drow. Based on their descriptions in the lore, even though they’ve produced offspring for many generations, the manner of their creation and the strong connection to their demonic mistress’s will suggests that they haven’t evolved; rather, they remain much as they were when they were created. Which implies two things: that they don’t necessarily have the same survival instincts that evolved creatures do, and that they may occasionally behave in suboptimal ways.
Chitines—hairy bipeds with multiple additional arms and eyes—are the more humanoid of the monstrous pair. They’re also the weaker, with a challenge rating of just 1/2. Largely, they’re uncomplicated ambush attackers. Their Web Sense and Web Walker traits strongly suggest that they’re usually encountered in the company of creatures that spin webs, such as their choldrith cousins, giant spiders or ettercaps; they may also be minions of a drow arachnomancer. But while spinning webs isn’t part of their combat repertoire, it is something they can do on their own time, according to the flavor text, so they don’t need these other creatures to have a webbed-up field to fight on. Fighting in webs and pitch darkness gives them a big comparative advantage. Their Stealth proficiency and climbing movement suggest not only that they lurk in the dark, waiting to pounce, but that they lurk in the dark on the ceiling.
With Intelligence and Wisdom of only 10, chitines aren’t particularly choosy about their targets. Their above-average Dexterity and Constitution suggest a preference for skirmishing, but really, Dexterity is both their primary offensive ability and their primary defensive ability, and they lean heavily on their Multiattack. Even when engaged with one melee opponent, they’re happy to ditch them to go after another who seems more vulnerable, judging by size, age, relative isolation, whether a they seem to have a hard time seeing in the dark, and/or whether they’re under a debilitating condition, such as being restrained by sticky webs. They’re not quite smart or disciplined enough to know how to Disengage, so they’ll often provoke opportunity attacks against themselves while darting from opponent to opponent. But they can—and do—minimize these by climbing up walls, skittering across ceilings to get past enemies they don’t want to engage with, then dropping down on those they do want to engage. Continue reading Chitine and Choldrith Tactics