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
I mentioned trolls in an earlier post on this blog, but a reader recently brought to my attention that I’ve never given them the full treatment. This is an inexcusable oversight on my part. Trolls are great—if you use the Loathsome Limbs variant. I love this variant because it creates trolls that hark back to my favorite troll combat scene ever, from Three Hearts and Three Lions by Poul Anderson, and because I once ran a solo adventure for a friend in which he and a couple of NPCs had to fight one such troll without ever being told what it was. The suspense was heightened by the fact that they didn’t know what it could do, and they had to discover its weakness by trial and error.
The vanilla troll isn’t all that interesting. It’s a straightforward brute, with exceptionally high Strength, extraordinarily high Constitution and low-to-middling mental abilities. It’s got darkvision, so it prefers to operate at night or underground. It operates more by smell than by sight, regenerates damage unless it’s been struck by fire or acid, and has a claw/claw/bite Multiattack.
Such a monster would be an uncomplicated opponent: It would close to melee range immediately, slash and chomp away, and retreat only if seriously injured or attacked with fire or acid.
But add in Loathsome Limbs, and trolls become a lot more fun. Continue reading Troll Tactics
Today I take a look at two roguish NPCs in Volo’s Guide to Monsters, one flashy, one furtive: the swashbuckler and the master thief.
The swashbuckler of Volo’s doesn’t bear much resemblance to the swashbuckler rogue archetype in the Sword Cost Adventurer’s Guide. Instead, it has a passive feature, Suave Defense, that increases its armor class and an action economy–enhancing feature, Lightfooted, that grants it either Dash or Disengage as a bonus action. (This is actually a slightly nerfed version of Cunning Action, which also allows the user to Hide.)
The swashbuckler is distinguished by an exceptionally high Dexterity; expert proficiency in Acrobatics, Athletics and Persuasion; and a triple Florentine-style Multiattack. The Dexterity suggests a sniper, but the swashbuckler’s attacks are melee-focused. (The dagger can be used as a ranged weapon, but a swashbuckler who does this forfeits two-thirds of that Multiattack.) Because its Strength and Constitution are only slightly above average, we have to imagine a fighting style that somehow allows the swashbuckler to strike at melee range yet avoid getting hit on its opponents’ turns. How do we achieve this, given that the swashbuckler has only a normal 30-foot movement speed? Continue reading NPC Tactics: Swashbucklers and Master Thieves
The new NPCs in Volo’s Guide to Monsters fall into three categories: prospective boss enemies or boss lieutenants (the archdruid, blackguard, champion, kraken priest, war priest and warlord), magic-using specialists (the abjurer, conjurer, diviner, enchanter, evoker, illusionist, necromancer, transmuter and three warlock variants) and “other” (the apprentice wizard, bard, martial arts adept, master thief and swashbuckler). Analyzing the magic-users requires close, time-consuming attention to their spell repertoires, so I’m going to put off talking about them for now; ditto the archdruid, kraken priest and war priest. The blackguard, champion and warlord are mostly uncomplicated brutes. The “other” category looks more interesting, so that’s where I’ll start. Continue reading NPC Tactics: Apprentice Wizards, Bards and Martial Arts Adepts
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