Despite several reader requests, I kept putting off analyzing the kraken priest because it’s always kind of a pain to analyze creatures with large spell repertoires. Turns out the KP’s repertoire isn’t as big as I thought it was, so my bad.
The kraken priest’s ability contour is highest in Constitution, second-highest in Wisdom, with Strength and Dexterity a good ways behind. This non-player character is a spellcaster first and foremost, and arguably a support spellcaster first and foremost, rather than a spellslinger hiding way in the back. Charisma is also high; Intelligence, merely average.
Presumably through the kraken’s influence, the KP has resistance to physical damage from nonmagical weapons and can breathe underwater. That’s pretty much it in the way of distinctive passive features. Aside from spellcasting—which isn’t all that unusual for, you know, a priest—the KP’s only distinctive features are the actions Thunderous Touch and Voice of the Kraken. Continue reading NPC Tactics: Kraken Priests
Star spawn are new arrivals in the Dungeons and Dragons universe. The name seems to be borrowed from H.P. Lovecraft’s Cthulhu mythos, but according to the Powers That Be, star spawn aren’t native to the Far Realm specifically. Some of them are from the Far Realm, but others are associated with “Elder Evils” that inhabit other planes, such as the Shadowfell, the Gray Waste and the Abyss. They understand and speak Deep Speech, which is not the same as Undercommon, but rather a language associated with the Far Realm; it’s also spoken by neogi, mind flayers, beholders and aboleths.
There’s a variety of star spawn for every level of play, from the lowly grue to the boss-level larva mage. Continue reading Star Spawn Tactics, Part 1
More from Mordenkainen’s Tome of Foes: After the abishai, the next two requests I got were for the oblex, a slime-creature created out of mind flayer experimentation which feeds off humanoids’ memories. On D&D Beyond, Jeremy Crawford recently characterized the oblex as “D&D’s new scariest monster.” Is it? I’m not convinced that it’s the scariest, in terms of the degree of threat it poses—but I would say it’s one of the creepiest.
The main reason I think oblexes (I feel like the plural should be “oblices”) are more creepy than scary is that they don’t need to kill their victims to consume their memories. They can kill their victims, but they don’t need to. Furthermore, it’s not clear that they have any compelling reason to. It’s the memories that power them, not the physical substance of their victims. There’s also a curious choice of wording in the Eat Memories feature that makes me wonder whether an oblex has any good reason to use it more than once per target. But more on that below.
Oblexes/oblices have an unusual ability contour, with peaks in Dexterity, Constitution and Intelligence. Dexterity plus Constitution usually means “skirmisher,” but oozes can’t move fast enough to skirmish. What they really are is quasi-brutes with Dexterity- and Intelligence-based rather than Strength-based attacks and a keen sense of their opponents’ weaknesses. Continue reading Oblex Tactics
My apologies, readers: Between putting out the second edition of Live to Tell the Tale, going car-buying, and then coming down with some not-the-flu-yet-still-distinctly-flu-like bug, I haven’t had a very productive March, blog-wise. But let’s see what I can still jam out under the wire.
I’ve got quite a few reader requests queued up, and the one that’s been in the queue the longest is the banderhobb, yet another monster that supports Sam Sykes’ dictum, “Frogs are seriously bad news, man.” The banderhobb’s froglike appearance is a little misleading, since it’s not amphibious, nor can it leap, although it can attack targets with its tongue. Instead, it’s a deadly combination of powerful brute and relentless hunter, which stalks its prey in the dark.
And don’t let the term “brute” fool you: even though it possesses extraordinary Strength and Constitution, it doesn’t lack Intelligence and in fact has a fairly high Wisdom, high enough for it to choose its battles and its moments. It’s also expert in Stealth, and it has 120 feet of darkvision. These traits, plus its Shadow Stealth and Shadow Step features, indicate that it strikes from hiding rather than charging brazenly into battle.
According to the lore in Volo’s Guide to Monsters, a banderhobb is the creation of a malicious mage or fey creature, called to serve as a thief, kidnapper or assassin. It doesn’t live very long and so, despite its high Wisdom, has no survival instinct to speak of; it exists only to fulfill its orders. If a group of player characters encounters one, it will be on the hunt, its quarry either a non-player character or one of the PCs themselves. (In rare instances, it may be hunting an object rather than a person.) Continue reading Banderhobb Tactics
“Sophistication” is not the word that leaps to mind when discussing the battle tactics of dinosaurs. Most of these ancient beasts are dumb brutes, with extraordinary Strength and Constitution and rock-bottom Intelligence. They also fall into two main categories, plus one variation:
- Plant-eaters: These tend to be peaceful unless spooked. They may lash out if you invade their space, and they’ll defend themselves if cornered, but most of the time, they’ll mind their own business. If attacked, they’ll usually run.
- Meat-eaters: These are predators that will hunt, kill and eat any creature smaller than themselves. If they’re hungry—and they usually are—you can count on them to chase and attack anyone and anything they might construe as food.
- Flying meat-eaters: These behave like their landbound kin, but the fact that they can fly adds an aerial wrinkle to their attack pattern.
The fifth-edition Monster Manual contains stat blocks for six dinosaurs: allosaurus, ankylosaurus, plesiosaurus, pteranodon, triceratops and tyrannosaurus rex. Volo’s Guide to Monsters contains seven more: brontosaurus, deinonychus, dimetrodon, hadrosaurus, quetzalcoatlus, stegosaurus and velociraptor. (All the dinosaurs in Tomb of Annihilation can be found in these two books.)
I’ll look at these by dietary group, from lowest challenge rating to highest within each. Think of this as the dinosaurs’ pecking order, as any meat-eating dinosaur will attack and eat another dinosaur of a smaller size and lower CR, while a higher CR plant-eater, although it won’t actually attack other plant-eaters with lower CRs, may yet decide to muscle in and chase them off if the grazing in an area is especially good. I’ll also link to images, since they’re not all illustrated in the 5E books. Continue reading Dinosaur Tactics