Month: October 2025

  • Theran Satyr Tactics

    The satyr reveler in Mythic Odysseys of Theros—not to be confused with the much more powerful satyr revelmaster in the 2025 Monster Manual—is similar to the basic 2014 Monster Manual satyr, and one of its similarities is that its distinctive Ram attack is contraindicated. Although its average damage is adequate, its to-hit bonus is +3 versus Shortbow’s +5, making its expected damage nearly a full point lower (2.7 vs. 3.6 against AC 15). The somewhat boring result is that satyr revelers, like regular satyrs, tend to keep their distance and snipe.

    What makes the satyr reveler different is the Enthralling Performance trait, which has the power to charm up to four humanoids within 60 feet. The catch is that they have to listen to the satyr reveler’s performance for a 1 minute to be enthralled. Have you ever known a party of adventurers to sit still for anything for a whole minute?

    Ah, but they can be tricked into it—by having the performance take place in the background of a social interaction encounter. While the player characters’ attention is fully occupied by conversation with another satyr, a nearby satyr reveler provides diegetic music for the scene. Before the PCs realize it, they’ve been tapping their feet to the music for … how long? Long enough. Time for a Wisdom save.

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  • Nymph Tactics

    Minor deities and personifications of nature in Greek myth, nymphs map neatly onto the fey creature type in Dungeons & Dragons. Mythic Odysseys of Theros includes stat blocks for four types of nymph. Three of these—the alseid, naiad and oread—are straightforward nature spirits, but the lampad (directly related to the modern English word “lamp,” believe it or not) was a torch-bearer and companion of Hecate, goddess of night, crossings and witchcraft. In Theros, the god Athreos, a Charon analogue, supplants Hecate; instead of lighting liminal spaces in the world of the living, Theran lampads light liminal spaces in the realm of the dead, along with aboveground places associated with death.

    Greek alseids were grove nymphs, but Theran alseids are associated with meadows, grassy plains and farmlands. They’re magical creatures with exceptional Charisma, high Wisdom and above-average Intelligence. Although their Strength is also high, neither their Dexterity nor their Constitution is particularly impressive, although their Con is slightly higher than their Dex. Having low scores in both defensive abilities makes for a highly unusual ability contour, suggesting that an alseid in a combat encounter seeks neither to absorb damage nor to avoid it but rather to get out of the encounter altogether. However, its Con being slightly greater than its Dex, when it does make offensive use of its Charisma, it does so by touch. Even more than a shock attacker, an alseid is a hit-and-run combatant—when it doesn’t just run, period.

    Radiant Touch, a Charisma-based melee spell attack, fits the alseid’s ability contour to a T, but it has the disadvantage that it doesn’t allow the alseid to get away without provoking an opportunity attack. So let’s take a look at its Innate Spellcasting and see what other options we have.

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  • Theran Archon Tactics

    Archons, in Theros, are celestials, and they’re lawful, but they’re most definitely not angels; they’re more akin to titans, but titans who ruled over humankind as tyrants in some bygone era. They were deposed by champions of the gods, and divided into two camps: archons of falling stars, which repented their wrongs and turned to the side of good, and ashen riders, who still bear an eternal grudge.

    An archon of falling stars has the ability contour of a war priest: Extraordinary Wisdom on top, followed by only slightly less extraordinary Strength, Charisma and Constitution. This contour means it uses magic first, weapons afterward, but is unafraid to wade into the fray.

    Contrary to our usual mental image of celestial champions, it’s not larger than human-size, and it doesn’t fly. However, according to the flavor text in Mythic Odysseys of Theros, it’s usually seen riding a Large winged mount. Two of these, the winged bull and winged lion, are given stat blocks in Theros, but there’s no need to delve deeply into their tactics, because aside from their supernatural ability scores (which include ape-level Intelligence), their behavior is simple: They act just like an ordinary bull or lion, but one that can fly to get where it’s going and doesn’t turn tail unless and until its rider instructs it to. According to the rules for mounted combat (chapter 9 in the 2014 Player’s Handboook, chapter 1 in the 2024 Player’s Handbook), the mount must be independent to use its Charge or Pounce trait and its melee attack(s). Remember that if the mount takes the Disengage action on its turn, this action exempts not only the mount but also its rider from opportunity attacks.

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  • Nightmare Shepherd Tactics

    The third and final demon—and the third and final fiend—in Mythic Odysseys of Theros is the nightmare shepherd, a Nyxborn creature that guides deceased souls to their final destinations and punishes turnstile-jumpers severely. It shares its mobility, social skill proficiencies, damage resistances and Magic Resistance with the eater of hope and abhorrent overlord, but the similarities end there.

    The nightmare shepherd has a distinctive ability contour: With its extraordinary Strength and exceptional Constitution, it looks like a brute … until you notice its even more extraordinary Charisma. This beast is a war caster—a tank that nonetheless favors spellcasting over melee. Its proficiencies in Constitution and Wisdom saving throws are thematically consistent with this contour.

    With that in mind, let’s start by looking at the traits and abilities that the nightmare shepherd’s Charisma powers.

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