These two monsters have nothing to do with each other except that (a) they’re the last two monsters from Volo’s Guide to Monsters that I planned to look at and hadn’t yet, and (b) neither one is all that interesting. Although, to my surprise, the one I thought would be more interesting turned out not to be interesting at all, while the one I thought would be less interesting turned out to be a little more so. Continue reading Trapper and Girallon Tactics
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
The tlincalli (the name appears to be completely invented, not based in myth, but it looks Nahuatl to me, so I’m going to pronounce it
tlhin-ky-yee—nope! That’s a Spanish pronunciation. As reader Victor R. points out, in Nahuatl, each l is pronounced as a separate l, so it’s tlhin-KAHL-lee) is a centaur-like monstrosity with a humanoid torso topping a scorpioid body. Based on the illustration in Volo’s Guide to Monsters, its face is pretty awful as well, although details are hard to make out.
With very high Strength and Constitution and merely above-average Dexterity, tlincallis are brutes, unafraid of direct melee confrontation. Their Intelligence is below humanoid average, though not animal-level, while their Wisdom is above average, allowing them to pick out promising prey—the old, the young, the weak, the isolated and the oblivious—as well as to realize when a particularly dangerous opponent needs to be taken out.
The combination of proficiency in Perception and Stealth is indicative of an ambush attacker; proficiency in Survival adds the ability to track, which is consistent with the flavor text’s characterization of them as nomadic hunters. Tlincallis hot on the trail of desirable prey will pursue it aggressively until either they bag it or it fights back forcefully enough to deter them.
Shadow mastiffs are a nasty quasi-canine predators from the Shadowfell, valued as watchbeasts and hunting companions by the kinds of entities that would rather employ a monster for such purposes than pick up a nice puppy from the pound. Packs of them sometimes slip across the boundary between the Shadowfell and the material plane, roving and hunting for the joy of it.
With very high Strength and high Dexterity, shadow mastiffs are ambush attackers without the patience for a drawn-out fight. If they can’t take down their chosen target in two or three rounds of combat, there’s a good chance that they’ll give up and search for easier prey, and attacking from hiding is essential to their hunting pattern—they may not start a fight at all if they can’t gain surprise on the first round.
Five of their features—Shadow Blend, Sunlight Weakness, Keen Hearing and Smell, darkvision, and resistance to physical damage from normal weapons while in dim light or darkness—create such an overwhelming incentive for shadow mastiffs to stay out of sunlight and other areas of bright light that their entire hunting strategy revolves around exploiting the gloom of night. And since their Intelligence isn’t high enough for them to adapt to changing circumstances, lighting a torch or lantern or casting an illumination spell is an effective way for a target who survives their initial assault to get them to abandon their attack. Continue reading Shadow Mastiff Tactics
Sea spawn are humanoids who once lived normal lives but in one way or another have been “lost to the sea”—either by violating some maritime taboo or by falling under the sway of some powerful underwater denizen. Because they can survive out of the water for no more than a day, their transformation dooms them to live the remainder of their lives beneath the waves.
With an ability contour that peaks in Strength and Constitution, sea spawn are straightforward, and fairly uncomplicated, melee fighters. However, since their Piscine Anatomy allows three variations, you can enliven a sea spawn encounter by throwing a mix of types at your player characters.
Sea spawn have 30 feet of swimming movement vs. 20 feet of normal land movement, a strong incentive for them to fight in water (where they can move twice as fast as a typical humanoid foe) rather than out of it (where they’re 33 percent slower). Similarly, their 120 feet of darkvision is a strong incentive for them to attack only at night or in water so deep that sunlight doesn’t penetrate. Continue reading Sea Spawn Tactics