Balhannoth Tactics

A couple of readers asked me to look at the balhannoth, and I have to say, this is one of the strangest stat blocks I’ve ever looked at. Not necessarily because it has the most peculiar abilities—although a couple of its abilities are unique and quite interesting—but because it almost seems like two different monsters in one, each with a completely different modus operandi.

Going by its ability scores and its attack actions, the balhannoth is a straightforward brute, with exceptional Strength and Constitution. Its Bite action is a basic melee attack that deals a ferocious four dice of piercing damage at close range. Its Tentacle action does bludgeoning damage (which can be read as “constricting” as well as “whomping”) and also grapples and restrains on a hit. Additionally, the grappled target “is moved up to 5 feet toward the balhannoth.” “Up to 5” includes zero, and this gives the balhannoth the option of either reeling a target in to Bite them or holding them at a safe distance, out of melee attack reach. A balhannoth can grab up to four targets this way.

Its Multiattack offers two choices: Tentacle/Tentacle/Bite (or Tentacle/Bite/Tentacle) and Tentacle × 4. If opponents are rushing the balhannoth, or if they’re clustered too closely together, the latter lets it seize several of them at once. If only a couple of enemies are within reach, it can grab and Bite right away. Continue reading Balhannoth Tactics

Nagpa Tactics

Thought I might be able to tackle something easy after the drow matron mother, but no—you guys want me to look at the nagpa, another monster with eleventy billion spells. (OK, it’s got 26. That’s still a lot.)

It’s not like you’ll even find nagpas running around all over the place. According to Mordenkainen’s Tome of Foes, there are only 13 of them—a coterie of conniving wizards cursed by the Raven Queen and turned into skulking vulture-people scavenging the remnants of lost civilizations for scraps of arcane lore.

Unsurprisingly, nagpas’ ability contour is that of a long-range spellcaster, with extraordinary Intelligence and Charisma, exceptional Wisdom and very high Dexterity. They carry staves, which they somehow are able to use as finesse weapons and deal two dice of damage with, but melee engagement really isn’t their style. If they do get into melee, they want to get back out of it quickly.

They have proficiency in all the mental saving throws, but their Dexterity and Constitution save modifiers are unremarkable. Thus, they don’t have a lot to fear from bards, whose spells tend to emphasize enchantment, illusion and crowd control; but casters who sling damaging evocation, transmutation and necromancy spells pose a threat that they need to neutralize quickly. Taking out these foes is even more important to them than taking out melee fighters.

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Drow Tactics: Matron Mothers

Deepest apologies to all my impatient readers. Between doing revisions on The Monsters Know What They’re Doing: Combat Tactics for Dungeon Masters and taking care of a daughter who’s just starting to get the hang of a nap schedule, I haven’t had time for blogging. And this particular post is a mother.

Literally.

The drow matron mother, CR 20, is second only to Lolth herself in the drow boss hierarchy. She’s a spellcaster first, a skirmisher second, certain to be surrounded by a multitude of minions. She’s also a legendary creature, with legendary actions—one of which she can turn over to a demon ally for its own use, sort of a drowish Commander’s Strike.

Like all drow, the matron mother has Fey Ancestry (passive), Sunlight Sensitivity (no going outside, especially during the day), and the innate spells dancing lights, darkness, faerie fire and levitate. However, she’s got a few additional tricks up her sleeve: She can cast detect magic at will, and once per day, she can cast clairvoyance, detect thoughts, dispel magic and suggestion.

Note that the matron mother can cast dispel magic with or without using a spell slot, but when she casts it innately, it works only against spells of 3rd level or lower. Since she can cast it this way only once per day, she’s going to be finicky about what spells she dispels with it, saving it only for the most important. A very good candidate is invisibility, since dispel magic affects “one creature, object or magical effect” within 120 feet and doesn’t require her to be able to see the target, only to know they’re there. Pop! Haste, slow, hypnotic pattern, enlarge/reduce and spiritual weapon are also top choices. If she wants to dispel anything else, she’ll spend a spell slot on it.

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