Month: February 2018

  • Flying Snake Tactics

    You could be forgiven for getting the flying snake confused with the couatl, since they seem to come from the same source material. The easy way to think about it is that the flying snake is the cute, undomesticated wild version, while the couatl is the powerful, otherworldly, people-size version. Or, in Scholastic Aptitude Test format, couatl : flying snake :: angel : titi monkey.

    Flying snakes, by and large, avoid combat. First, they’re unaligned, so they have no evil intent to drive them. Second, they’re very low in Strength. Usually, this indicates a preference for fighting in numbers, but snakes are predominantly solitary, not social. (Note that the Monster Manual contains no “Swarm of Flying Snakes” entry.) A flock or nest of flying snakes would be a rare thing, perhaps the result of control by some more powerful being with an affinity for reptiles.

    Their Dexterity is exceptional, their Constitution merely average, and they have just 5 hp. If they attack at all, such as if a player character surprises it or stumbles across a nest of its eggs, it will be a shock strike: one hit, then fly away as fast as possible. They can do decent enough damage with this strike—their teeny fangs do just 1 point of puncture damage, but they deliver 3d4 points of toxic venom—to make them a legitimate threat to entry-level adventurers. (more…)

  • Dinosaur Tactics

    “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. (more…)

  • Vegepygmy Tactics

    In yon days of Advanced Dungeons and Dragons, TSR published every adventure “module” (as we called them then) with an alphanumeric code, and if you speak the code “S3” to a role-playing gamer of my generation, it’ll be met with a big grin and the reaction, “The one with the spaceship!” Yep, that’s Expedition to the Barrier Peaks, a D&D/science fiction crossover, in which the player characters explore the wreckage of a futuristic craft and stock up on assorted high-tech weaponry and loot.

    One of the more memorable monsters from this module is the wolf-in-sheep’s-clothing, a carnivorous, tentacled stump with a wiggly appendage at the top that resembles an adorable furry creature. Another—equally memorable but less fondly remembered—is the vegepygmy. Among my D&D friends, I think vegepygmies must have come in for more derision than any other D&D monster except the flumph and the flail snail, although thinking about it now, I couldn’t tell you exactly why we thought vegepygmies were so ridiculous. Maybe it was just the name. Anyway, the last paragraph of the vegepygmy entry in Volo’s Guide to Monsters contains a cheeky shout-out to their origin.

    Vegepygmies, essentially, are fungus in a humanoid form, though they differ from myconids in . . . ways. For one thing, they do possess the power of speech, sort of. They’re not telepathic. They’re a little more peoply-looking. They propagate by infecting other creatures with russet mold spores, rather than independently. But ultimately, they’re still just another form of animate fungus. And like myconids, they’re categorized in Volo’s as plants, even though fungi, it turns out, are closer to animals than to plants in the taxonomic tree. As I suggested with myconids, you may choose to categorize them as humanoids or even aberrations instead, then let your players try to solve the riddle of their plant-related spells’ not working on beings that sure do look like plants. (more…)

  • Death Knight Tactics

    When a corrupted paladin dies without making amends for his or her misdeeds, he or she may be raised as a death knight, an undead warrior that retains a tenuous connection to its former divine link. Like all undead, death knights are motivated by compulsion rather than survival.

    What kind of compulsion might drive a former paladin, particularly one who strayed from the path of good? One leaps out at me as so obvious that it hardly seems worth considering any other: the desire to punish. Punish whom, for what? Does it matter?

    The death knight is a brute, with extraordinary Strength and Constitution and a large reservoir of hit points, but not an unthinking one: all its mental ability scores are above average, and its Charisma in particular is exceptional. It has proficiency on Dexterity and Wisdom saving throws, two of the “big three,” plus advantage on spells saves in general from Magic Resistance. It’s immune to necrotic and poison damage and can’t be poisoned, exhausted or frightened. It doesn’t possess any resistance or immunity to physical damage from normal weapons, however. (more…)

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