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!)
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:
- Salamanders are Large; frost salamanders are Huge.
- Salamanders can travel only across solid ground; frost salamanders can burrow and climb.
- Both salamanders and frost salamanders are brutes, but salamanders are as intelligent as sentient humanoids are. Frost salamanders are smarter than apes, but just barely, and they don’t have much personality.
- In addition to their burrowing movement, frost salamanders have tremorsense, allowing them to lie in wait beneath the surface of the ground and spring out to attack prey, like a remorhaz.
- Salamanders wield weapons and can use their tails to grapple and restrain. Frost salamanders just mess you up with their teeth and claws.
- The heat of a salamander’s body deals fire damage to anyone who comes in contact with it. Frost salamanders don’t have equivalent contact damage. However . . .
- Frost salamanders have a breath weapon, Freezing Breath, whose effects lie somewhere between the Cold Breaths of young and adult white dragons. It recharges only on a roll of 6—or when it takes fire damage, thanks to its Burning Fury trait.
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. Continue reading “Flail Snail Tactics”
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. Continue reading “Elemental Myrmidon Tactics”