“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
A reader recently asked me to look at the hydra, but the hydra isn’t a particularly complicated monster. A straightforward brute, with extraordinary Strength and Constitution, it’s extremely stupid and not discriminating when it comes to target selection. It also has only one method of attack: one bite for each of its multiple heads, of which it initially has five.
Running a hydra encounter is primarily a matter of accounting: tracking how much damage has been done to it; whether any of that was fire damage; and how many heads it has at the moment, since (a) destroying one head without cauterizing it causes two to sprout back in its place, and (b) it gets an additional opportunity attack for every extra head.
The only question you have to answer, round by round, is where the hydra is going to position itself, and the answer is, wherever it can attack as many targets as possible, up to the number of heads it has. In other words, if possible, a five-headed hydra will try to position itself where it can reach five targets; a seven-headed hydra will go where it can attack as many as possible, up to seven; and so on. It doesn’t have to be immediately adjacent to these targets, since its heads have a reach of 10 feet: a target is still within reach if there’s a single square or hex between the target and the hydra, even if there’s another creature in that square or hex. (Because of the hydra’s size, an interposed Medium-size ally doesn’t give a humanoid creature any cover.) Continue reading Hydra Tactics
Going solely by their extraordinary Strength and Constitution, it would be easy to lump all giants together as brute fighters. If we want encounters with giants to be more than boring bash-fests, we have to look for clues not just in their stat blocks but also in the Monster Manual flavor text.
Take the matter of rock throwing. Every race of giants has this ranged attack alongside its melee attack, and on average, it does more damage. Yet every race of giants also has a Strength much, much higher than its Dexterity, so based on the assumptions I’ve been using all along, they should consistently prefer engaging in melee to attacking from a distance. Also, giants’ Multiattacks apply only to their melee attacks, not to throwing rocks. So why include a ranged attack at all? Continue reading Giant Tactics
Volo’s Guide to Monsters includes stat blocks for 11 different magic-using specialists: wizards from eight different schools and warlocks of three different patrons. The wizards are all at least level 7; the warlocks, even higher. There are also a level 9 war priest, a level 10 blackguard (antipaladin) and a level 18 archdruid. Every one of these spellcasters has a different repertoire of spells. To come up with individual tactics for each of them would take me the next two weeks.
Rather than tackle each one separately, then, I’m going to share some rules of thumb for developing tactics for a spellcasting NPC. Continue reading NPC Tactics: Magical Specialists
I’ve put off writing about nagas, because to be honest, they’re a pain to analyze: there are three different types, all of them are distinguished primarily by the spells they can cast, and the lists are long. Analyzing specific stats and features is easy. Analyzing the pros and cons of various spells is hard, or at the very least time-consuming. Plus, at least one of the types of naga is lawful good, so player characters won’t often encounter it as an enemy. But I received a request from a reader, and I live to serve.
To simplify as best I can, I’ll start by looking at what they all have in common:
- They’re shock attackers. Their highest physical stats are Strength and Dexterity, with Constitution significantly lower in each case. This means that they’re melee fighters, but they’ll try to strike fast and do as much damage as they can on their first attack, because they don’t have as much staying power as a skirmisher or brute.
- Their main weapon is their bite, which does only a modest amount of piercing damage but a lot of poison damage, and this is their default action in combat. They themselves are immune to poison, as well as to being charmed.
- Their mental abilities are strong across the board, indicating good combat sense and willingness to parley, within reason. Once combat starts, they’ll focus their attacks on their most belligerent enemies, counting on their other opponents’ losing the will to fight once those most eager are taken down.
- They have darkvision, indicating a preference for nighttime and/or subterranean activity. They won’t be encountered outdoors during the day, at least not randomly.
- Nothing we can usually say about evolved creatures applies to them. Per the Monster Manual, “A naga doesn’t require air, food, drink or sleep.” On top of that, living nagas (the spirit and guardian varieties) can’t be slain without casting a wish spell: if you “kill” one, it returns to life, with full hit points, in just a few days. Thus, among other things, they never have any reason to flee.
- Living nagas also have no reason to fear spellcasters, since on top of their already high ability scores, they have proficiency in all the big three saving throws, plus Charisma (guardian nagas have proficiency on Intelligence saving throws as well).
Continue reading Naga Tactics