Warforged Titan and Colossus Tactics

It’s funny, but everyone I know who’s created a warforged player character, including myself, has chosen to make them a cleric, druid or monk. In the lore of their creation, the warforged were purpose-built to be soldiers. Yet it seems to be a universal impulse—at least, among the kind of people I interact with—to have them turn away from that path and toward one of introspection.

If you’re looking for any of that in the stat blocks of the warforged titan and the warforged colossus, you may as well stop looking, because you’re not going to find it. The titan is a barely sentient brute; the colossus, a barely sentient mega-brute. Continue reading “Warforged Titan and Colossus Tactics”

Living Spell Tactics

Living spells are constructs with no creator except calamity. Produced by a massive magical mishap, they’re hazards, not creatures with intention. They home in on living targets for no obvious reason except that they’re damage-dealing spells that need to deal damage to something.

Owing to this fact of their creation, there isn’t much to say about their tactics. They head toward the nearest living thing, then detonate. Until their Spell Mimicry recharges, they use their Magical Strike attacks against the same target. With their basement-level Intelligence and Wisdom, there’s no discrimination among targets and no self-preservation impulse—the latter reinforced by their being constructs. They cycle mechanistically between these actions until they’re dispersed (to say “killed” doesn’t make much sense in this instance).

However, there are a few interesting things worth noting in their entry in Eberron: Rising From the Last War. Continue reading “Living Spell Tactics”

Expeditious Messenger and Iron Defender Tactics

In the Monster Manual, a homunculus is a construct created as an intelligent companion, sharing a telepathic bond with its creator. In Eberron, homunculi possess additional abilities that aid their master in specific ways. Eberron: Rising From the Last War includes stat blocks for two: expeditious messengers and iron defenders. Both are exactly what their names suggest, and both are fairly low-challenge and narrow in their applications. Continue reading “Expeditious Messenger and Iron Defender Tactics”

Dusk Hag Tactics

The dusk hag needs a warning label. There’s some interesting stuff going on in this stat block, but there are also some hidden dangers.

Here’s the crux: Dusk hags are all about exploiting the unconscious condition, but they gain the most benefit when their targets aren’t unconscious as a result of having been reduced to 0 hp. That’s what makes this stat block interesting.

Its mental abilities very good to exceptional, with Charisma on top; its physical abilities are middling, other than a high Dexterity. Dusk hags are distance casters, allergic to melee. However, despite this contour, their attack actions are all melee-based. To resolve this contradiction, I posit that a dusk hag only attacks targets who can’t fight back. That, combined with the bias toward unconscious targets, is what makes it dangerous.

Based on their Intelligence and Wisdom, dusk hags are skillful planners, wise to their targets’ weaknesses and averse to fights they’re not likely to win. This combination makes them nasty opponents, because it means a dusk hag won’t pick a fight against a party of player characters unless the encounter would be a Deadly one. What does that mean in level terms? Against a party of four, a CR 6 dusk hag should pick on level 4 PCs but not level 5; against a party of five, level 3 but not level 4; against a party of six, level 2 but not level 3. As we’ll see, though, this calculation has certain … repercussions. Continue reading “Dusk Hag Tactics”