What’s better than steampunk fantasy? Steampunk fantasy with dinosaurs! Eberron: Rising From the Last War includes stat blocks for two, both used by the nomadic halflings of the Talenta Plains as trained mounts: fastieth and clawfoots. (more…)
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What’s better than steampunk fantasy? Steampunk fantasy with dinosaurs! Eberron: Rising From the Last War includes stat blocks for two, both used by the nomadic halflings of the Talenta Plains as trained mounts: fastieth and clawfoots. (more…)
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. (more…)
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. (more…)
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. (more…)
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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. (more…)
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Praise for The Monsters Know What They’re Doing: Combat Tactics for Dungeon Masters
“I’ve always said, the Dungeon Master is the whole world except for his players, and as a result, I spend countless hours prepping for my home group. What Keith gets is that the monsters are the DM’s characters, and his work has been super helpful in adding logic, flavor, and fun in my quest to slaughter my players’ characters and laugh out the window as they cry in their cars afterward.” —Joe Manganiello
“The best movie villains are the ones you fall in love with. Keith’s book grounds villains in specificity, motivation, and tactics—so much so that players will love to hate ’em. This book will enrich your game immeasurably!” —Matthew Lillard
“This book almost instantly made me a better Dungeon Master. If you’re running games, it is a must-have enhancement. I gave copies to the two others in our group who share in the Dungeon Mastering, and both of them came back the next time grinning rather slyly. Keith is a diabolical genius, and I say that with the utmost respect!” —R.A. Salvatore
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