The corpse flower is a horrible ambulatory plant that scavenges the remains of the dead and occasionally belches one of them back out as a zombie. As such, particularly given its slow speed, it’s not a predator that might pursue a party of player characters, but rather a noxious nuisance that the PCs might be called to eliminate.
It has a weird ability contour: peaks in Constitution and Wisdom, with high Strength and Dexterity as well. It has no Wisdom-based offensive action, and while its Strength and Dex are equal, its Tentacle attack is clearly Strength-based. What we have here, I think, is a creature that’s mostly brute but that also has a touch of the skirmisher to it. It’s not fast, but it can climb, so that’s going to add a wrinkle to its behavior.
The corpse flower’s Intelligence is just barely within the range of sentience. Though able to grasp what’s going on around it, it’s still extremely instinct-driven and inflexible, locked into one mode of behavior. What about that high Wisdom, though? Normally it would suggest a creature that’s good at sizing up threats and reluctant to pick fights it can’t easily win. However, the corpse flower is utterly reliant on its blindsight to sense danger. It’s not able to pick up on clues such as a character’s confidence or the quality of their equipment to read them as presenting an above-average threat. Any reaction to the danger an opponent poses is going to have to occur after a demonstration of that danger. Continue reading Corpse Flower Tactics
Treants are, of course, ents. I can only assume they’re called “treants” for the same reason that the humanoid creatures who are obviously hobbits are called “halflings”: a dispute over usage rights with the Tolkien estate. (This may also be why Dungeons and Dragons has always spelled “warg” with an o instead of an a.)
Treants are chaotic good, and good usually means “friendly,” but not always. Evil displeases them mightily, but so does any kind of civilization encroaching on their turf. Even if one doesn’t do anything to hurt them or the trees and forests they care for, they still may get annoyed enough with trespassers to want to teach them a lesson about treading where they oughtn’t. In this last case, their primary goal is deterrence, and if they can’t drive the trespassers out, they’ll attack to subdue, then take out the trash themselves.
Another thing to like about treants is that they’re resistant to bludgeoning and piercing damage but not to slashing damage. Anytime fifth-edition D&D bothers to distinguish among the three different types of physical damage, it gets a thumbs-up from me. Note also that treants are resistant to any kind of bludgeoning or piercing damage, even if it comes from a magical weapon. Continue reading Treant 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. Continue reading Vegepygmy Tactics
Wood woads are lawful neutral living plants, basically meaning, don’t start none, won’t be none. The only way you’re going to get in a fight with one is either to trespass on the territory it guards and initiate ruckus, or to attack it outright. Otherwise, they’re likely to remain indifferent to your presence. Not friendly—indifferent.
Wood woads are tough. They have 10 hit dice, exceptionally high Strength and Constitution, and a two-swing Multiattack with a Magic Club that does considerable whomp damage. However, they also have proficiency in Perception and Stealth—and advantage on Stealth checks in “terrain with ample obscuring plant life,” i.e., any kind of forest, wild or cultivated, or even a tall-grass prairie—so they won’t run straight at you as soon as they see you. Instead, they’ll blend in quietly, waiting to attack until trespassers come within reach—or, if they need to put an immediate end to a disturbance, closing the distance with Tree Stride, then attacking. Thus, their first attack will always be an ambush, with unseen-attacker advantage.
However, this ambush won’t necessarily be an attack with intent to harm. They’re lawful neutral, not lawful evil. They have proficiency in Athletics as well, and in combat, that usually means grappling or shoving. If they’re not outnumbered, rather than try to pummel trespassers, they may simply try to bounce them: grapple them, carry them to the edge of their territory and dump them there. Or they might shove a trespasser into a pit or trap, but chances are, it won’t be they who’ll dig that pit or build that trap. Shoving is a tactic they’ll generally use only when they’re henchmen of something or somebody else—though a roaming wood woad, if antagonized, might choose to shove an enemy into a ravine, if one happened to be nearby. Continue reading Wood Woad Tactics
Before I get into material from Volo’s Guide to Monsters, I promised I’d look at myconids: vaguely humanoid fungus creatures, categorized by the Monster Manual as “plants” in defiance of our current understanding of fungi as less closely related to plants than to animals. Granted, we shouldn’t be surprised when anything in Dungeons and Dragons defies science—but if, as a dungeon master, you feel like honoring science and being perversely difficult toward your players, you might choose to reclassify them as beasts, monstrosities or even aberrations. The last category might fit best, as they’re intelligent, but they’re certainly not a humanoid intelligence, or even an animal intelligence.
As subterranean creatures, all myconids share 120 feet of darkvision, plus the features Sun Sickness, Distress Spores and Rapport Spores. Sun Sickness penalizes myconids for venturing aboveground during the day: it gives them disadvantage on all ability checks, attack rolls and saving throws while in sunlight, and if they spend more than an hour out in it, it kills them. (They dry up or something, I guess.) Distress Spores gives them a form of telepathic communication with other myconids, informing them when they’re injured. Rapport Spores are interesting: they give all living creatures exposed to them the ability to share thoughts over a limited distance. Which is useful, because otherwise, myconids have no form of verbal communication.
Myconids are lawful neutral, not evil. Although not automatically friendly, they’re not automatically hostile, either; their default disposition is indifferent. But they are lawful, which means that being a troublemaker in their vicinity may provoke a hostile response from them. The more chaos-muppety your player characters are, the less likely myconids are to appreciate their presence. Continue reading Myconid Tactics
The shambling mound is an old-school classic: veteran Advanced Dungeons and Dragons players will remember the Monster Manual illustration that looked like a Christmas tree with a carrot for a nose. Viny quasi-zombies of the swamps and rainforests, shambling mounds are brutes that tramp around indiscriminately ingesting whatever organic matter they come across, vegetable or animal. Oh, and also beating people up.
Oddly for such a large, ungainly creature, the shambling mound has proficiency in Stealth, which I have to attribute to its natural camouflage. Being a plant without normal senses, it’s immune to blindness and deafness, along with exhaustion. It has blindsight in a 60-foot radius, is resistant to cold and fire damage (that’s one hardy plant), and not only is immune to lightning but actually absorbs the electrical energy and uses it to regenerate.
According to the Monster Manual flavor text, shambling mounds don’t pursue prey but rather wait for prey to come within reach, but for creatures that must feed all the time—and also have “shambling” in their name—this seems like a dull way to play them. It may not move around much, but why wouldn’t a shambling mound be trudging through the woods when the player characters encounter it? Of course, whether it’s waiting or walking, it does so as stealthily as it can, in order to gain the element of surprise against its prey. Continue reading Shambling Mound Tactics
In Dungeons and Dragons, some plants are “awakened”: they possess consciousness and mobility. And, of course, some awakened plants are evil and want to kill you. These are called “blights.”
Being plants, they derive nutrients from the soil, so they don’t need to kill to eat. They attack strictly out of spite. Continue reading Blight Tactics