One reason I haven’t addressed the remorhaz (pronounced rem-o-raz) yet is that I’ve tried to emphasize creatures that are likely to have fighting styles more complex than “Rrrrraaaaahhhhh, stab stab stab” (or “chomp chomp chomp”). Generally, that’s meant skipping over monsters with simple brute profiles—high Strength, high Constitution, low-to-middling everything else, without much in the way of tactics that might modify this—and the remorhaz is one of those. However, a reader asked me to take a look at it, so let’s see what there is in its stat block that might liven it up:
- Burrowing movement. Remorhazes aren’t stealthy, but it doesn’t take proficiency in Stealth to sit in a hole in the ground and wait for prey to stroll by. (I love how the Monster Manual handwaves the combination of their arctic habitat and their Heated Body feature by declaring, “While hidden under the ice and snow, it can lower its body temperature so that it doesn’t melt its cover.” Well, isn’t that convenient!)
- Sixty feet of tremorsense. OK, this I like, because basically it works the same way as the sandworms in Dune. It doesn’t have to see you walking overhead: it can feel you.
- Heated Body. Touch a remorhaz, or hit it with a close-range melee attack, and you take fire damage.
- The Swallow action. This is where the remorhaz gets interesting.
Continue reading Remorhaz Tactics
OK, I’m back. Let’s talk golems—living statues, animated through magic. (Specifically, according to legend, by hacking the divine power by which life was created; according to the Monster Manual, by summoning an animating spirit from the Elemental Plane of Earth.) Golems are fashioned to be servants, with great strength, limited intellect and no free will. A golem severed from the command of its creator may be either inert and harmless (if it could fulfill its last command) or dangerously berserk (if it couldn’t).
There are four types of golems in fifth-edition Dungeons and Dragons: clay, stone, iron and flesh. One of these things is not like the others. The flesh golem is, for all intents and purposes, Frankenstein’s monster, and of all the types of golems, it has the most unfit vessel for its life force and the most existential angst. The clay golem, on the other hand, is the direct conceptual descendant of the Golem of Prague, and the stone and iron golems are stronger variations on this theme.
All golems are straightforward brutes, with exceptional (and in most cases extraordinary) Strength and Constitution and below-average Dexterity. If anything, they’re even more brutish than the average brute, because of their immunities to normal weapons and to many debilitating conditions (they can be incapacitated, knocked prone, restrained or stunned, but not charmed, frightened, paralyzed, petrified or poisoned). Any variation in behavior is going to come from their special features, so I’m going to focus largely on these. Continue reading Golem Tactics
Hey, readers! It’s been a little dead here lately, what with my picking up some paying work that took priority, and also the fact that I’m working on a side project that I think many of you will enjoy. I’ve been getting your requests, and they’re all going in the pipe, even if I haven’t acknowledged them yet. More is on the way, I promise.