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
The four elder elementals in Mordenkainen’s Tome of Foes have a lot in common. To me, the most striking commonality is that they’re exceptional, if not extraordinary, in every single ability score but one: Intelligence. Each of them has Intelligence 2, indicating bare-minimum sentience.
Once again, we see the combination of low Intelligence and high Wisdom, only this time it’s dialed up to an extreme. What does it mean to have Intelligence 2 and Wisdom 18 or 21? It means intuition without thinking, awareness without adaptability, judgment without reason. It means a creature that acts according to its nature and can’t be compelled to do otherwise. It means a creature that senses the degree of threat that a party of player characters poses but can’t really distinguish any one of those PCs from any other.
These are the other traits shared by all elder elementals:
- At least two physical ability scores that are higher than all their mental ability scores.
- Proficiency in Wisdom and Charisma saving throws, making them extremely difficult to manipulate or to banish.
- Resistance to physical damage from nonmagical attacks.
- Immunity to poison damage, exhaustion, paralysis, petrifaction, and being poisoned or stunned.
- Darkvision out to a radius of 60 feet, which in this case I interpret to indicate not a preference for fighting in dim light or darkness but an indifference to lighting conditions in general.
- A lack of language. Elder elementals aren’t here to chat.
- Legendary Resistance, which they’ll use primarily to avoid debilitating conditions and only secondarily to avoid damage.
- The Siege Monster feature, which means they’ll destroy your cover before they destroy you.
- A Multiattack comprising two different attack actions, one attack with each.
- A selection of legendary actions that includes one turn’s worth of additional movement.
- Neutral alignment. The default attitude of an elder elemental toward other creatures is indifference. It’s not going to attack—intentionally—unless it’s provoked. But who knows who or what might provoke it?
Continue reading Elder Elemental Tactics
A quick note to my loyal readers: This summer and fall have been a whirlwind, thanks to work on other projects and preparation for a new little monster that will be coming to inhabit our dungeon very soon. As a result, I’ve fallen way behind on responding to e-mail messages and acknowledging reader requests. Today I’ve gone through all my outstanding e-mail and put together a queue of 18 different monster types to look at in the coming weeks. If there’s a monster you requested that I look at and I haven’t gotten to it yet, don’t despair: I’ll get to it soon! (I’ll also try to improve my posting rate, which has gone from mediocre to dismal. Such are the demands of life.)
Fomorians are yet another manifestation of the “evil ≡ ugly” essentialist trope, which I wish would go away. Once a noble and beautiful strain of giantkind, they were cursed with a warped and hideous appearance for their hubristic crimes against the Feywild. Not only was their pulchritude taken from them, they lost their intellectual brilliance as well: the average fomorian has an Intelligence of only 9.
Extremely strong and tough brutes, with a hefty reservoir of hit points, fomorians barrel directly into the fray. Their Evil Eye feature works out to a range of 60 feet, but they use it from the midst of melee. Long-range darkvision suggests that they dwell in darkness—either underground, where they’re most commonly found, or in the densest and gloomiest of forests—and don’t attack when there’s a bright light source present.
Their low Intelligence and high Wisdom are an interesting juxtaposition. By my reckoning, Intelligence represents logical assessment, while Wisdom represents judgment as well as perception. Fomorians’ situational awareness is a mixed bag: They’re pretty good at assessing whether or not a fight is winnable, and they refrain from engaging when it’s not, but they lack tactical breadth and target selection savvy. Once they’ve committed to a fight, their behavior is relatively simple, and their decisions arbitrary. Continue reading Fomorian Tactics
Maurezhi, according to Mordenkainen’s Tome of Foes, are demons formed from the corrupted souls of elves to lead packs of ghouls and ghasts. The connection to elves is interesting, because as I note in my article on ghoul and ghast tactics, whether or not their claw attacks have an effect on elves is a key feature distinguishing ghouls from ghasts. (Ghouls’ claw attacks have no paralyzing effect on elves; ghasts’ claw attacks do.)
Upon consuming the corpse of a humanoid it’s slain, a maurezhi has a brief window of opportunity during which it assumes his or her appearance and can convincingly pass as that person, with the help of its proficiency in the Deception skill. Almost immediately, however, this body begins to rot away, and after just a day, something is clearly not right; by a few days later, the maurezhi sheds it, like a skin it’s outgrown. The ideal maurezhi encounter therefore takes place very soon after it’s assumed a new appearance, and any delay is going to have an effect on its strategy.
Maurezhi have high Charisma, but this doesn’t figure into any of their attacks, only their deception skill. Combat-wise, they’re shock attackers, with exceptional Dexterity that functions as their primary ability for both defense and offense. Since ghouls and ghasts are also shock attackers, and since maurezhi will typically be encountered leading packs of them, there should be enough baddies to go around for an entire group of protagonists; the ghouls and ghasts go straight for the ones they want to eat, while the maurezhi zeroes in on any other opponent who might present an obstacle to that and tries to take him or her out in a round or two. Continue reading Demon Tactics: Maurezhi and Dybbuks