If eladrin are the elf-kin with the strongest remaining connection to the Feywild, shadar-kai are those whose nature has been shaped by the grim Shadowfell. Three types are described in Mordenkainen’s Tome of Foes: the shadow dancer, gloom weaver and soul monger.
Shadow dancers are shock troops optimized for operations in darkness. They can function in dim light, but bright light hobbles them severely, so they’ll never willingly choose to fight in daylight or comparable illumination. Dexterity is their one outstanding ability, which they rely on for both offense and defense, and they’re proficient in Stealth, predisposing them to ambush.
Although they’re tough, their stat block is short, not especially complex and mostly passive. Their two standout features are Shadow Jump and Spiked Chain (which they can use three times as a Multiattack action).
Shadow Jump is a mobility feature and action economy enhancer that lets shadow dancers teleport from one dark or dimly lit point to another up to 30 feet away. Depending on the environment and the positioning of combatants, they can use this trait either to engage in melee or to disengage from it. Shadow Jumping to engage is a more desirable tactic when fighting in total darkness, as we’ll see in a moment. Continue reading Shadar-kai Tactics
Ulitharids are elite, extra-large mind flayers with better ability scores, a couple of additional traits, several extra psionic “spells,” telepathy that extends to a range of 2 miles, and moar tentacles. They work in conjunction with elder brains to extend the influence of mind flayer colonies over a greater distance. In fact, their Psionic Hub trait assumes and requires a connection with an elder brain, so without a mind flayer colony built around one, there’s not much reason to write an ulitharid into your adventure.
An ulitharid’s Strength and Constitution are significantly higher than those of a normal mind flayer, but these are still outweighed by its extraordinary mental abilities, which predispose it toward spellcasting and Mind Blast rather than melee attacks. However, since its Constitution is higher than its Dexterity, it’s more willing than the average mind flayer to charge forward in order to make use of these psionic powers. An ulitharid leads from the front.
The one thing an ulitharid lacks that an ordinary mind flayer possesses is proficiency in Deception and Persuasion. As part of their mind-control schemes, mind flayers may try to tempt victims with rewards, either real or imaginary; ulitharids aren’t about that. They’re the muscle, not the face. Continue reading Ulitharid and Mindwitness Tactics
Cousins to salamanders, elemental beings of fire, frost salamanders are elemental beings of ice—in Dungeons & Dragons lore, a conjunction of water and air. They aren’t simply salamanders reskinned to deal cold damage, though. There are major differences between the two:
- Salamanders are Large; frost salamanders are Huge.
- Salamanders can travel only across solid ground; frost salamanders can burrow and climb.
- Both salamanders and frost salamanders are brutes, but salamanders are as intelligent as sentient humanoids are. Frost salamanders are smarter than apes, but just barely, and they don’t have much personality.
- In addition to their burrowing movement, frost salamanders have tremorsense, allowing them to lie in wait beneath the surface of the ground and spring out to attack prey, like a remorhaz.
- Salamanders wield weapons and can use their tails to grapple and restrain. Frost salamanders just mess you up with their teeth and claws.
- The heat of a salamander’s body deals fire damage to anyone who comes in contact with it. Frost salamanders don’t have equivalent contact damage. However . . .
- Frost salamanders have a breath weapon, Freezing Breath, whose effects lie somewhere between the Cold Breaths of young and adult white dragons. It recharges only on a roll of 6—or when it takes fire damage, thanks to its Burning Fury trait.
Continue reading Frost Salamander Tactics
On to the hydroloth, toadlike denizens of the River Styx that presumably show up from time to time in the water features of the material world. They’re technically Amphibious, able to breathe both water and air, but they have very little reason ever to want to come out of the water, because that’s where all their advantages lie.
Hydroloths have an unusual ability contour: extraordinary Dexterity (first) and Intelligence (second), with very high Constitution coming in third. What to make of this? It seems like first and foremost they’re designed for fast melee assault, since they don’t have any ranged weapon attack that could take advantage of that Dex. Secondarily, they rely on magic, in the form of Innate Spellcasting and Steal Memory. Finally, if they need to tank it out for a bit, they have the Constitution to do that; they prefer to settle a fight quickly and decisively, but they’ll settle for an attrition battle if they must. They’re extremely good at assessing the specific weaknesses of their opponents—good enough to read stats off a character sheet—but with a Wisdom of only 10, they tend to be indiscriminate in their target selection and slow to figure out when they’re outmatched.
Hydroloths are immune to acid and poison and resistant to cold, lightning and physical damage from normal weapons. They’re vulnerable to fire, but whether they avoid it or go berserk in its presence will require more analysis. Like dhergoloths and merrenoloths, they have overlapping darkvision and blindsight, making darkness (which they can cast at will) particularly advantageous for them, without the usual problem of being unable to see through it oneself. They have Magic Resistance, and therefore no particular fear of spellcasters, and they’re immune to the memory-wiping effects of the Styx, as well as to mind-reading. Continue reading Yugoloth Tactics: Hydroloths
Mordenkainen’s Tome of Foes introduces a whole passel of drow variants, all of them boss-grade, one of them legendary, the weakest of them having a challenge rating of 9. Not only that, four of the five have extensive spell repertoires, and even the fifth can cast the same few spells that all drow know. This means a lot of variables to look at, so my examination of these variant drow is going to be spread over multiple posts.
At CR 9, suitable for mid-level player characters, we have the drow house captain. This is a finesse fighter with decent staying power and an unusual Multiattack that combines two melee weapon attacks with either a ranged crossbow attack or attack with a whip. The whip attack is also unusual, because it seems designed to be used against the captain’s allies!
With their high Wisdom, drow house captains are keen assessors of their enemies’ threat level, and they have the Charisma to parley as needed, though no particular aptitude with any social skill. Aside from their Multiattack, which incidentally implies that they always wield a weapon in each hand, their most distinctive features are Battle Command, Parry (which we also see in the comparable knight and hobgoblin warlord) and their proficiency in all of the “big three” saving throws. This last feature implies a lesser degree of fear of enemy spellcasters. Continue reading Drow Tactics: House Captains