Tag: CR 3

  • 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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  • Eidolon Tactics (Theros)

    In Mordenkainen’s Tome of Foes and Monsters of the Multiverse, an eidolon is an undead spirit divinely honored by its god(s) for its zealous devotion by being assigned to protect a sacred place from defilers. However, in Mythic Odysseys of Theros, when someone escapes the Underworld, their identity is ripped away from them; they become one of the Returned, while their lost identity becomes an eidolon. The Returned goes through the motions of its former life without any memory of that life. The eidolon remembers its life, but that life no longer holds any meaning for it. It’s personality without continuity.

    As long as its personality isn’t violent or neurotic, there’s not much to fear from a flitterstep eidolon. Those with which a party of player characters might find themselves in conflict are unhealthy personalities, ones that gave in to their fears and acted out in ways that harmed others. Incorporeal beings with low Strength and middle-of-the-road mental abilities, flitterstep eidolons stand out for their exceptional Dexterity, their primary ability in both offense and defense. When they choose to fight or are forced to, they’re mobile hit-and-run attackers, often making their first strikes from ambush, as indicated by their proficiency in Perception and expertise in Stealth.

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  • Fleecemane Lion Tactics

    When they’re not shooting shampoo commercials, fleecemane lions guard places where the power of Nyx seeps into the material world of Theros. Although their challenge rating is only 3, they’re considered legendary creatures, which can take two (rather than the usual three) legendary actions per round.

    Fleecemane lions are extraordinarily strong. You might expect them to be brutes, but with very high Dexterity—higher than their Constitution—they’re actually shock attackers. They’re also ambushers, with proficiency in Perception and Stealth. However, while they can make their first attack from hiding in order to gain unseen-attacker advantage, they usually don’t, because their Pounce ability is both more powerful and what makes them memorable.

    In fact, although it’s not explicitly laid out in the fleecemane’s stat block, its traits dictate a fairly rigid script for it to follow. To tease out the sequence, let’s look at each of its traits.

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  • Hoplite Tactics

    Hoplites in Mythic Odysseys of Theros are melee warriors who come in three flavors: Akroan, Meletian and Setessan, named after the Theran analogues of Sparta, Athens and Themiscyra (the last as portrayed in myth—and comics). Meletian and Akroan hoplites are equal in challenge rating, while Setessan hoplites are slightly stronger; take that, Akros.

    All hoplites have a few traits in common: good armor; better Dexterity than Constitution, for a shock attacker contour; proficiency in Dexterity saving throws; and a solid melee attack. Although just one hoplite is a dangerous opponent for a whole party of low-level adventurers, they’re clearly designed with the intent of sending them out in squads, if not by tens or hundreds, and are therefore more properly wielded against mid- and high-level parties, especially if they’re followers of an even more powerful leader.

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  • Bariaur Wanderer Tactics

    Like archons and guardinals, bariaurs are the native defenders of an upper plane, in their case the chaotic good/neutral plane of Ysgard. Bariaur wanderers, however, don’t stay on the farm, guarding the coop. As it says on the label, they wander. Some serve as planar guides, and these may accompany a party of player characters as allies, but others go a-roving through less savory places, and these bariaurs may end up picking up the locals’ unsavory habits. The latter sort are more likely to be encountered as adversaries.

    Bariaur wanderers have exceptional Strength, and both their Dexterity and Constitution are high, with Con slightly higher than Dex. Thus, they can play either a brute or a shock attacker combat role, leaning brute—and this inclination is reinforced by the fact that both their Armor Class and their hit points are above average for its challenge rating. Their proficiencies in Strength and Dex saving throws. Athletics, Perception, Stealth and Survival subtly imply that they’re rangers at heart, and their Portal Sense trait even implies a specific subclass: Horizon Walker. (Portal Sense is a dialed-down version of Detect Portal, with a range of only 30 feet rather than 1 mile, although it does come with the perk that bariaur wanderers instinctively know where any portal they’re looking at leads. They don’t have traits equivalent to Planar Warrior or Ethereal Step.)

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