Marid Tactics

The “four elements” of air, earth, fire and water originated with the Greeks, but somewhere along the line, some Dungeons and Dragons writer must have read that jinn, in Arab myth, were supernatural beings of air and that efreets were supernatural beings of fire; decided that there had to be corresponding water and earth spirits, too; and shoehorned marids into the genies-of-water role, maybe because of the syllable mar-, which means “sea” in Latin. In Arabic, however,  مارد mārid means “defiant” or “rebellious,” and it’s used to describe all sorts of troublemaking creatures, including not only certain genies but demons and giants as well.

The D&D marid, like its fiery cousin, the efreet, is a brute fighter with extraordinarily high Strength and Constitution but also extraordinarily high mental attributes. Like jinn, marids have proficiency in Dexterity, Wisdom and Charisma saving throws along with a Constitution high enough to make saving throws easily without proficiency, so they’ll have little to fear from spellcasters.

The marid’s equivalent of a jinni’s Create Whirlwind and an efreet’s Hurl Flame is Water Jet, a linear, guaranteed-damage attack that can push enemies away and knock them prone. Based on this feature’s 60-foot range, there’s not much reason to expect it to affect more than two creatures at once (based on the “Targets in Areas of Effect” table on page 249 of the Dungeon Master’s Guide), and since the marid can always position itself to line up any two opponents in its sights, is there any reason for it not to use this feature again and again? Continue reading Marid Tactics

Efreet Tactics

Efreets* are genies of fire, elemental beings akin to jinn, but more consistently wicked and malicious. They’re strong, cunning and ruthless, and they view mortal humanoids as lesser beings fit only for enslavement and other forms of exploitation.

With their extraordinarily high Strength and Constitution, they’re straight-up brute fighters. But not dumb ones: their Intelligence, Wisdom and Charisma are all high as well. They have proficiency in Wisdom saving throws, along with Intelligence and Charisma, but not in Dexterity or Constitution. Their native Constitution is so high, they needn’t worry about making Con saves, but their Dexterity is barely above average for a humanoid, so they’ll be slightly warier of spellcasters than jinn are. Continue reading Efreet Tactics

Jinni Tactics

A jinni (the fifth-edition Monster Manual uses the variant spelling “djinni”) is the product of a humanoid soul bound to the elemental essence of air. By default, jinn are chaotic good, but they’re also haughty and vengeful, and a party of players may find themselves fighting one if it’s trying to get payback against someone who once betrayed it. Jinn don’t reproduce naturally, so they don’t have the same kind of evolved behaviors as creatures that reproduce over generations have, but they are keen to preserve their own existence—not to mention slick hagglers—and will readily parley with anyone they recognize as a major threat.

Jinn have high Dexterity and extraordinarily high Strength and Constitution, an ability contour that suggests a brute fighter but really allows them to fight however they want. They also have high Intelligence and Wisdom and extraordinarily high Charisma, giving them a strong self-preservation impulse, shrewd target selection, the ability to strategize and, most of all, the ability and willingness to seek negotiated solutions to conflict. Their saving throws and damage immunities don’t have much bearing on their fighting style, except insofar as they aren’t afraid of most spellcasters. You’ve got to be at the top of your game to beat a jinni that way. Continue reading Jinni Tactics

Elemental Tactics

Elementals are spirits of air, fire, water and earth, usually summoned to do a spellcaster’s bidding. Each is physically powerful in some way, not too bright, able to see in the dark, capable of two melee attacks in a turn, resistant to physical damage from nonmagical weapons, and immune to exhaustion, paralysis, petrifaction, poisoning and unconsciousness. Beyond that, the elements they’re generated from grant them additional powers and influence their manner of movement and fighting.

Elementals are summoned spirits, not evolved creatures. They have no particular survival instinct—on the contrary, they’re bound to the will of their summoners and peevish about it, and what they want more than anything is to get back to the plane they came from. If they’re destroyed, they get exactly what they want. Consequently, elementals will fight to the death with zero concern for damage to themselves. They’re also indiscriminate in their target selection and may or may not keep attacking the same opponent round after round. Continue reading Elemental Tactics

Slaad Tactics

Slaadi are beings of pure chaos, native to the outer plane of Limbo, vaguely resembling humanoid salamanders. There’s no good reason for them to be hanging out on the prime material plane, but being beings of pure chaos, they don’t need a good reason to be doing anything.

Slaadi come in a variety of colors, tied to their bizarre reproductive cycle. Red slaadi deposit eggs that hatch into slaad tadpoles (I think the writers missed a great opportunity by not calling them “slaadpoles”), which grow up into blue or green slaadi. Blue slaadi, in turn, infect victims with a bacteriophage that transforms them into red or green slaadi. Green slaadi are more powerful and intelligent than red and blue slaadi, and they eventually metamorphose into gray slaadi, which in turn can metamorphose into death slaadi by eating the corpses of other death slaadi.

Being aberrations, slaadi should behave—and fight—in ways that reflect their origin on the plane of chaos, a factor that has to be considered alongside their abilities and features. Slaadi are high-challenge monsters, so as tempting as it may be to ramp up the chaos they create by having the player characters encounter many of them at once, it can be deadly to throw more than one slaad at a party of low- or even intermediate-level PCs. Moreover, their ability to reproduce by turning humanoids into slaadi and slaad hosts can have exponential effects, so even one slaad is a threat that needs to be squelched pronto. Continue reading Slaad Tactics

Succubus/Incubus Tactics

What teenage Advanced Dungeons and Dragons player wasn’t fascinated and titillated by the succubus, that naked sex demon leering off the page of the Monster Manual? Mind you, this was the same era when a “harlot encounter table” in the Dungeon Master’s Guide allowed you to determine whether a randomly encountered prostitute was a “saucy tart,” a “cheap strumpet” or a “slovenly trull,” which was great for vocabulary building but not so much for encouraging a healthy understanding of sex roles and interpersonal relationships. You’ve come a long way, D&D. (Now let’s work on the ill-considered conflation of race with personality traits, ’K?)

Originating as a mythological explanation for erotic dreams (and, possibly, sleep paralysis episodes as well), the succubus and its masculine counterpart, the incubus, were imagined as devils who tempted people in their dreams. What did they want? The same thing devils always want: to lay claim to your soul, in their case by getting you to corrupt it of your own free will by giving in to the deadly sin of lust.

Despite including some of the trappings, D&D doesn’t share Christianity’s religious cosmology, but the flavor text in the fifth-edition MM assigns succubi and incubi essentially the same mission: “[W]hen a succubus or incubus has corrupted a creature completely . . . the victim’s soul belongs to the fiend. . . . After successfully corrupting a victim, the succubus or incubus kills it, and the tainted soul descends into the Lower Planes.”

Therefore, we have to take a bigger-picture view of succubus and incubus tactics. They’re not about simply gaining an edge in a happenstance combat encounter. They don’t have happenstance combat encounters. Rather, these tactics are steps toward the fiends’ final goal. Continue reading Succubus/Incubus Tactics

Shambling Mound Tactics

The shambling mound is an old-school classic: veteran Advanced Dungeons and Dragons players will remember the Monster Manual illustration that looked like a Christmas tree with a carrot for a nose. Viny quasi-zombies of the swamps and rainforests, shambling mounds are brutes that tramp around indiscriminately ingesting whatever organic matter they come across, vegetable or animal. Oh, and also beating people up.

Oddly for such a large, ungainly creature, the shambling mound has proficiency in Stealth, which I have to attribute to its natural camouflage. Being a plant without normal senses, it’s immune to blindness and deafness, along with exhaustion. It has blindsight in a 60-foot radius, is resistant to cold and fire damage (that’s one hardy plant), and not only is immune to lightning but actually absorbs the electrical energy and uses it to regenerate.

According to the Monster Manual flavor text, shambling mounds don’t pursue prey but rather wait for prey to come within reach, but for creatures that must feed all the time—and also have “shambling” in their name—this seems like a dull way to play them. It may not move around much, but why wouldn’t a shambling mound be trudging through the woods when the player characters encounter it? Of course, whether it’s waiting or walking, it does so as stealthily as it can, in order to gain the element of surprise against its prey. Continue reading Shambling Mound Tactics

Will-o’-Wisp Tactics

In my earlier series on undead creatures, I skipped over the will-o’-wisp, the “devil lights” of swamps, marshes and desolate battlefields. In building will-effective o’-wisp encounters, it’s necessary to bear in mind the prime directive of horror: fear of the unknown. To create suspense, it’s best never to name the enemy that the heroes are facing, and to keep them in the dark about what it can do for as long as possible. The No. 1 way to spoil a will-o’-wisp encounter is to tell the players they see will-o’-wisps.

Will-o’-wisps are like fantasy UFOs: they can bob and hover in one place or move up to a zippy 50 feet per round. They’re immune to exhaustion, grappling, paralysis, poison, falling prone, restraint, unconsciousness and lightning damage, and they’re resistant to physical damage from nonmagical weapons along with several types of elemental damage. They have darkvision out to a range of 120 feet but shed their own light out to a range of between 10 and 40 feet, although they can also wink in and out of visibility.

Will-o’-wisps have no physical attack. Their Shock attack is a melee spell attack (Wisdom-based, by mathematical inference), and against unconscious opponents, they can follow it up with the nasty Consume Life feature, which has the potential to kill a player character outright. However, between their many resistances and immunities and their Dexterity of 28, which gives them an armor class of 19, they have nothing to fear from a melee attacker. They’re the rare high-Dex, low-Strength, average-Constitution monster that isn’t a ranged sniper and doesn’t need or even want to be. Continue reading Will-o’-Wisp Tactics

Lycanthrope Tactics

Werebeasts, a.k.a. lycanthropes, are wonderful enemies. A werebeast encounter can be awesome action or tragic drama. Werebeasts lend themselves perfectly to horror-mystery adventures, in which the players have no idea which of the villagers is the true villain. They threaten to transmit their lycanthropic curse to any character who fights them hand-to-hand—monsters who can make the player characters into monsters themselves. Practically by definition, werebeast encounters take place at night, when everything is scarier. And if the werewolf ever seems too clichéd an enemy, werebeasts come in four other varieties.

All werebeasts have proficiency in Perception and immunity to physical damage from nonmagical, nonsilvered weapons. They also have human forms, beast forms and hybrid forms; their human forms are their “true” forms. My sense as a dungeon master is that they take their beast forms to run around and hunt in the wild, but among people, they take their hybrid forms when their curse is upon them—at any rate, the hybrid form makes for more interesting and challenging combat encounters than the beast form, because it allows them to use their Multiattack action feature. (The exception to this pattern is the werebear, which has Multiattack in all its forms.) But if you want to conceal the fact that the PCs are fighting a lycanthrope and not simply a big, ferocious beast, you may opt for the beast form after all, trading a reduction in damage for the increase in likelihood that the PCs will carelessly let themselves fall afoul of the lycanthropic curse.

Although the Shapechanger feature, common to all werebeasts, states that they can use an action to polymorph from one form to another, I’d disregard this, for two reasons. First, there’s generally no advantage to it: any equipment they’re carrying isn’t transformed, so, for example, a humanoid wearing armor and carrying a sword turns into a beast standing in a pile of armor and staring at a sword on the ground; or a hybrid with natural armor turns into a naked, unarmored, unarmed humanoid. Meanwhile, it’s just spent a whole combat round transforming when it could have been, I don’t know, attacking or running away? And second, isn’t the whole point of lycanthropy that the afflicted individual has little or no control over his or her transformations? High opportunity cost, no obvious benefit, contradicts werebeast lore: there’s only one logical situation in which to use this action, and that’s at nightfall or daybreak, when the lycanthrope changes involuntarily. Continue reading Lycanthrope Tactics

Bullywug Tactics

Bullywugs are petty, bad-tempered humanoid frogs, native to swampy areas. The fifth-edition Monster Manual flavor text describes them as “struck with a deep inferiority complex . . . desperately crav[ing] the fear and respect of outsiders” and says they’ll generally prefer to capture trespassers rather than kill them outright, hauling them back to win favor with their rulers first. One way they do this is by taming giant frogs and having them swallow victims whole; however, this works only on Small or Tiny targets, meaning that unless a party of player characters is made up entirely of halflings or gnomes, this isn’t a strategy they can rely on in a typical encounter.

For a creature with only two hit dice, bullywugs aren’t too shabby in combat. All their physical abilities are modestly above average; they have proficiency in Stealth and the Swamp Camouflage feature, which grants them advantage on Dexterity (Stealth) checks in swampy terrain. It’s fair to say, therefore, that bullywugs won’t venture outside such areas—not when they have such a natural advantage on their home turf.

Moreover, their Standing Leap ability lets them move their full speed of 20 feet per turn as a long jump, when the jumping rule would normally allow them to leap only 6 feet. This allows them to cover distance in difficult marshy terrain without having to halve their movement speed. If you want to be nitpicky about it, you can require them to succeed on a DC 10 Dexterity (Acrobatics) check when they land, per page 182 of the Player’s Handbook, but personally, I’d say that bullywugs, whose natural habitat is the swamp, shouldn’t have to make that check when landing. And for the sake of flavor, I like the idea of having bullywugs bouncing around like a bunch of ornery little superballs during combat rather than trudging around in 2-D as we landbound humanoids must. (Mind you, this does not exempt them from opportunity attacks when they jump out of PCs’ reach.) Continue reading Bullywug Tactics