Volo’s Guide to Monsters is thorough in its treatment of beholders, in terms of both tactics and flavor. It contains material on determining a beholder’s appearance and behavior, the layout and contents of its lair, and even where baby beholders come from (it’s suitably weird). Since this blog’s focus is on tactics, I’ll concentrate on that.
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
I hate to say it, but Volo’s Guide to Monsters has managed to make gnolls even less interesting to me than they were before.
That’s unfortunate. They were already an unsophisticated, “Rrrrraaaahhhh, stab stab stab” kind of monster, aside from the gnoll Fang of Yeenoghu, which at least had the brains to identify weaker party members and go out of its way to get them. Here’s what we learn about them from Volo’s:
- They’re not evolved creatures, but rather hyenas transformed by the power of the demon lord Yeenoghu.
- They’re driven solely by the desire to kill and eat.
- That’s pretty much it.
And yet, inexplicably, Volo’s contains a section on “Gnoll Tactics.” It doesn’t provide any such section for goblinoids, whose features make possible some really interesting tactics. (In particular, hobgoblins are supposed to be savvy tacticians.) It provides one for kobolds, which is great, because kobold tactics aren’t obvious without a fair amount of analysis. But the “Gnoll Tactics” in Volo’s aren’t tactics so much as reiterations of gnolls’ fundamentally brutal and unimaginative nature. (They don’t set up permanent camps. They leave no survivors. They like weak, easy targets. They attack tougher creatures “only when the most powerful omens from Yeenoghu compel them to do so,” i.e., when the dungeon master decides they will.) Continue reading Gnolls Revisited