Time to put the wraps on Fizban’s Treasury of Dragons with a roundup of the last several creatures remaining: animated breath, metallic sentinels, dragonbone golems and dragonblood ooze. (That’s right—a draconic ooze!)
(more…)Time to put the wraps on Fizban’s Treasury of Dragons with a roundup of the last several creatures remaining: animated breath, metallic sentinels, dragonbone golems and dragonblood ooze. (That’s right—a draconic ooze!)
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Lots of monster types in this batch, but not that many monsters. The overwhelming majority of the mechanical changes in Monsters of the Multiverse went into humanoids and fiends; whether because they were designed and balanced better to begin with or because they just aren’t encountered as often, other monster types got away pretty clean.
Cousins to salamanders, elemental beings of fire, frost salamanders are elemental beings of ice—in Dungeons & Dragons lore, a conjunction of water and air. They aren’t simply salamanders reskinned to deal cold damage, though. There are major differences between the two:
The ridiculous flail snail probably ought to be categorized as a beast, but Volo’s Guide to Monsters declares it to be an elemental, meaning someone casting conjure elemental in the hope of summoning an earth elemental, xorn or gargoyle may end up stuck with one of these instead. Large, tough and most of all slow, the flail snail is technically a brute, but let’s not kid ourselves: This thing isn’t a predator, it’s prey.
Despite that, the flail snail has no effective means of running away when attacked, so it has to rely on a suite of defense mechanisms, the rudest of which is its Antimagic Shell, which has a chance of bouncing spell attacks back at their casters or refracting them into a multidirectional fusillade of force damage. Antimagic Shell, however, is passive. The one and only decision the flail snail needs to make when attacked is whether to use its Flail Tentacles, its Scintillating Shell or its Shell Defense on any given turn.
Note that flail snails, while brilliant in the visual sense, are far from it in the cognitive sense: with Intelligence 3, they’re not going to be employing advanced combat heuristics. A flail snail’s choice of action is going to boil down to a couple of simple rules that it always follows. (more…)
Elemental myrmidons are categorized as elementals, but they also have something of the construct about them, since their essences are summoned into suits of plate armor and armed with weapons of indisputable solidity, and since they follow their summoners’ commands without free will.
More intelligent than ordinary elementals—and far more intelligent than elder elementals—elemental myrmidons have sufficient cognitive candlepower to understand and respond to what’s going on in a battle, if not to assess opponents’ weaknesses or devise clever plans. Each has one outstanding physical attribute: Dexterity in the case of the fire elemental myrmidon, Strength in the other three. Their Wisdom and Charisma are average.
Elemental myrmidons all wear plate armor and have resistance to physical damage from nonmagical attacks. They’re immune to poison damage and can’t be paralyzed, petrified, poisoned or proned. Their weapon attacks are magical, they have darkvision (as with the elder elementals, I construe this as indicating more an indifference to lighting conditions than an actual preference for dim light or darkness), and each of them has a single potent, slow-to-recharge special melee attack in addition to a melee Multiattack.
None of the four types of elemental myrmidon has a ranged attack. Even if they’re not brutes per se—and except for the earth elemental myrmidon, none of them is—they’re equipped only for melee combat, so the only tactical decisions for them to make are whom to target and when to use their special attacks. (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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