Moar duergar! The duergar mind master is the last of the CR 2 duergar, the one with the ability contour of a spellcaster but no actual spells. What it does have is Mind Mastery, a feature with a 60-foot range which requires an Intelligence saving throw to resist. More to the point, it targets one creature within 60 feet and requires a DC 12 Intelligence save to resist.
This feature, frankly, is terrible. Even a level 1 PC who’s dumped Intelligence still has a 40 percent chance of succeeding on this saving throw. It’s a straight-up waste of an action in any circumstance save one: as part of an ambush. In this instance, a hidden mind master can use Mind Mastery against a target without giving away its position or even its presence if it fails, since Mind Mastery is technically neither an attack nor a spell. If it succeeds, it gets to force an opponent to sucker-punch one of their own allies—or, depending on the local terrain, walk directly into a chasm or a river of lava or something. With Intelligence 15, a mind master is smart enough to know not to bother using this feature in open combat.
So forget treating it as a spellcaster; we’ll pretend that its Intelligence is nothing special after all and it’s just another shock trooper, using Dexterity for offense as well as defense. Continue reading Duergar Tactics: Mordenkainen’s Duergar, Part 2
The wyvern, a none-too-bright, beast-grade member of the dragon family, is in most respects a basic brute. But there’s a subtlety in its constellation of features that’s easy to overlook.
Wyverns have a basic “walking” speed of 20 feet per turn but a flying speed of 80 feet. With that kind of gap, there’s no reason for it to hold still and engage in stationary melee, as other high-Strength, high-Constitution brutes are happy to do. Wyverns are melee fighters, but they’re strafing melee fighters that never touch the ground if they can help it, nor do they remain within reach (and therefore engagement range) of their enemies.
In addition to their teeth and claws, wyverns have scorpioid venomous stingers in their tails, which can do massive poison damage on top of their typical-for-a-Large-creature piercing damage. That’s a no-brainer: A wyvern will always try to get at least one stinger attack in. But the wyvern’s Multiattack action offers the option of substituting a claw attack for either element of the basic bite/sting combo. Continue reading Wyvern Tactics
I’ve got Mordenkainen’s Tome of Foes in my hot little hands, and the first request I’ve gotten is for abishais, a kind of devil-dragon hybrid. It would be lovely if they followed a nice, regular pattern of features, as dragons do, but unfortunately, they’ve inherited their fiendish progenitors’ all-over-the-place-ness.
There are certain things all abishais have in common, though:
- Impressive natural armor, with ACs ranging from 15 up to 22.
- Brisk flying speeds.
- Above-average abilities across the board, with peaks varying according to type.
- Resistance to physical damage from nonmagical, non-silvered weapons, along with cold damage (except for white abishai, which are fully immune to cold).
- Immunity to fire and poison damage, along with the types corresponding to their draconic progenitors’ breath weapons (this means that red and green abishai don’t get an extra type), and immunity to being poisoned.
- Long-range darkvision and telepathy.
- Devil’s Sight (the ability to see through magical darkness), Magic Resistance and Magical Weapons.
- At least two attacks per Multiattack action, along with additional elemental damage when they claw or bite.
So here are a few things we can already infer about abishais in general: fearlessness toward most other beings; tactics built around aerial attacks (since opportunity attacks pose little threat to them); and a strong preference for operating underground, at night or in artificial darkness. Continue reading Devil Tactics: Abishais
In case your players are so jaded that they just shrug and say, “Whatevs,” when you throw a giant at them, Volo’s Guide to Monsters introduces a set of elite variations, one for each race of giants in the “ordning.” Curiously, however, most of them don’t offer any new tactical twists. Continue reading Elite Giant Tactics
Mea culpa. In my last post, I said I’d be looking next at “minor elementals.” However, of the three elemental creatures I’m looking at today—the water weird, the galeb duhr and the invisible stalker—the latter two are actually more powerful than pure elementals are, and none of them can be called with the conjure minor elementals spell.
You’ll note that one of the four classical elements, fire, is missing from this group. For some reason, the fifth-edition Monster Manual doesn’t offer a true igneous equivalent to these three creatures, all of which are specifically described as beings that can be summoned from their home elemental planes. The nearest equivalent—which technically can be summoned with conjure elemental, though this fact is mentioned nowhere in its flavor text—is the salamander. However, salamanders are neutral evil and, by their description, very much independent agents. Water weirds, galeb duhrs and invisible stalkers are neutral and (usually) compliant. Continue reading Water Weird, Galeb Duhr and Invisible Stalker Tactics
Volo’s Guide to Monsters includes an extended treatment of hags, and it heavily emphasizes lore: their scheming and manipulation, their names, their personalities, their use of odd mounts and vehicles and keeping of strange “pets,” their fondness for weird objects. But it also presents two much more powerful varieties, along with new information with the potential to alter hag tactics: lair actions and alternative coven spells.
Arch-hags, called “grandmothers,” gain access to powerful lair actions, and their lairs have regional effects. As with dragons and other powerful enemies, the regional effects are mostly for flavor, and those that do actual damage do so whether the resident hags are present or not. But the lair actions include a few curveballs.
All grandmother hags have access to two of these lair actions. One allows them to pass through solid walls, doors, ceilings and floors. The other allows them to open or close doors and/or windows at will, and a closed door or window may be magically locked against any attempt to force it open. If a battle is taking place in a hag’s lair, this can allow the hag to trap weaker enemies inside the lair—or in a single room within the lair. Or enemies chasing the hag through its lair may be cut off from one another by the sudden slamming of a door (giving the hag—and, by extension, the dungeon master—incentive to create lairs that are mazes of small rooms connected by doors). Or, if a battle is going poorly for the hag, it can make its escape by fleeing through a wall, possibly leaving its would-be pursuers locked inside. Continue reading Hags Revisited, Part 1
Volo’s Guide to Monsters includes stat blocks for 11 different magic-using specialists: wizards from eight different schools and warlocks of three different patrons. The wizards are all at least level 7; the warlocks, even higher. There are also a level 9 war priest, a level 10 blackguard (antipaladin) and a level 18 archdruid. Every one of these spellcasters has a different repertoire of spells. To come up with individual tactics for each of them would take me the next two weeks.
Rather than tackle each one separately, then, I’m going to share some rules of thumb for developing tactics for a spellcasting NPC. Continue reading NPC Tactics: Magical Specialists
The Monster Manual lists two variants of the beholder: the death tyrant, a more powerful, undead variant; and the spectator, a less powerful, not-really-evil variant. Volo’s Guide to Monsters lists three: the death kiss, the gauth and the gazer. Together, these are referred to as “beholder-kin.” All three variants are evil.
The death kiss is the most powerful of the three, though not as powerful as a standard beholder. In lieu of ray-projecting eyestalks, its body is covered with long, waving tentacles that end in spines and toothy mouths. It has the extremely silly feature Lightning Blood (which I can’t even type without laughing ruefully), which inflicts lightning damage against any opponent that strikes it with a piercing or slashing weapon. That’s right: Its blood is electrically charged. This is ridiculous even for an aberration. I mean, I can almost buy the flavor text explanation, “A death kiss survives solely on ingested blood, which it uses to generate electrical energy inside its body,” with the usual suspension of disbelief that Dungeons and Dragons demands, but to suggest that the death kiss’s blood itself is what carries the stored electrical charge, and not some other organ in the death kiss’s body . . . whatever, man, I can’t even with this. You hit it, you get shocked. That’s what it says.
Sigh. Continue reading Beholder-Kin Tactics
Today I go from talking about my greatest disappointment in Volo’s Guide to Monsters (so far) to one of my happiest finds. A couple of weeks ago, I had to quickly build a last-minute encounter to fill a plot hole for my mid-level players. One thing I recall from a class I took in fantasy fiction years ago is that the suspense in horror fiction comes from not knowing what the heroes are up against or what it can do, so I needed an unfamiliar monster to build the encounter around. I found it in the bodak.
The bodak is a CR 6 undead creature, immune to lightning, poison, and being charmed or frightened. It’s resistant to cold, fire and necrotic damage, along with physical damage from nonmagical weapons. It’s proficient in Perception and Stealth, has 120 feet of darkvision and is hypersensitive to sunlight, so it’s strictly nocturnal and/or subterranean. Its physical abilities are uniformly high; its Wisdom and Charisma are above average, but its Intelligence is low, so its behavior is mechanistic and compulsive.
It has an unarmed melee attack, but its real power comes in the combination of its distinctive features: Aura of Annihilation, Death Gaze and Withering Gaze. Death Gaze and Aura of Annihilation, in particular, are a nasty combination. Death Gaze hits at the beginning of an opponent’s turn; Aura of Annihilation, at the end of it. Continue reading Bodak Tactics
Medusa: the snake-haired quarry of
Herakles Perseus, the horror with the petrifying gaze. In the fifth-edition Monster Manual, this unnatural being is explained as one who made an infernal bargain for immortality and beauty, then paid the price when the latter wore off but the former didn’t. There’s no satisfactory natural explanation for the medusa, so in this case, evolutionary imperatives don’t necessarily apply; the medusa seems more like a being driven by compulsion, as undead creatures are.
Medusas have high Dexterity ansd Constitution, typical of a skirmisher. They have enough Intelligence to plan and lay traps, enough Wisdom to choose targets carefully and avoid battles they won’t win, and more than enough Charisma to parley when it’s advantageous. These abilities are paired with proficiency in Deception and Insight, along with Stealth. Thus, a medusa stays hidden from threats and uses its wiles to lure trespassers to their doom. (The flavor text describes a medusa’s lair as “shadowy ruins . . . riddled with obstructions and hiding places,” meaning it contains lots of places of concealment to take advantage of.)
The medusa has two distinctive features, Petrifying Gaze and Snake Hair. The latter is a simple melee attack that does some poison as well as piercing damage. Petrifying Gaze is more complicated and demands closer examination. Continue reading Medusa Tactics