Sahuagin Tactics

Sahuagin are fierce, amphibious fish-men that live underwater but emerge periodically to raid coastal settlements. Although the Monster Manual says they “dwell in the deepest trenches of the ocean,” that’s a bit far for even a creature with a 40-foot swimming speed. Those ocean trenches are as far from the coasts as the highest mountains are, and you don’t often hear about the yeti of the Himalayas spending an afternoon staging a raid on Kolkata, or the Tatzelwürmer of the Alps popping down to Genoa for some late-night ravaging. These are distances of hundreds of miles we’re talking about. So chances are, any sahuagin that player characters encounter are going to be denizens of shallower depths. Maybe they’re the border reivers of the ocean kingdom.

When they come ashore to raid, they do so at night, as implied by their 120 feet of darkvision. They can’t come far inland, since their Limited Amphibiousness gives them only four hours of air breathing before they have to return to the water. Unlike, say, merrows, sahuagin can move about on land as easily as any other humanoid.

In this environment, they’re basic brutes. Their Multiattack gives them one weapon or claw attack and one bite attack. Since their armor class doesn’t include a shield, we can presume that they wield their spears two-handed for the greater damage. (more…)

Firenewt Tactics

Firenewts are quasi-humanoids adapted to conditions of extreme heat, and they display the corresponding fiery temperament: “aggressive, wrathful and cruel,” according to Volo’s Guide to Monsters. They’re raiders, slavers and zealots. If you encounter a small band of them, they’re probably looking for captives. If you encounter a horde, they’re on the warpath.

Firenewt warriors have above-average Dexterity and Constitution and merely average Strength. Despite this ability contour, they fight as brutes, because Dexterity is their primary offensive ability (they wield scimitars, a finesse weapon) and because they lack any feature that would adapt them especially well to skirmishing. They also wear medium armor and carry shields, and they have Multiattack.

They’re not bright. With an Intelligence of 7, they show no imagination or adaptability in their tactics, essentially fighting like primitives. Nor do they discriminate among targets. “’Tis always a fight to the death for them, so ’tis always one for ye,” says “Elminster” in Volo’s, but I’d consider this optional, not gospel. It’s true that they’re described as fanatics, so they may well fight to the death out of conviction. But their Wisdom of 11 is high enough that they can be presumed to have a normal survival instinct. I might split the difference and say that they’re more likely to fight to the death when they’re on some kind of mission, in the company of other firenewts; if they’re just minding their own business, they’ll Dash away if seriously wounded (reduced to 8 hp or fewer). (more…)

Jackalwere Tactics

I was asked about jackalweres in conjunction with my post on lamia tactics. I’m going to look at them in isolation, though, because generally speaking, the company a monster keeps isn’t going to influence its tactics substantially (goblins being an exception when they’re bossed around by hobgoblins).

As the name implies, jackalweres—not “werejackals”—aren’t your ordinary lycanthrope. Rather than humanoids tainted with a bestial curse, they’re jackals tainted with a human curse. Like lycanthropes, however, they typically adopt a hybrid form during combat.

Jackalweres have an unusual ability contour: high Dexterity but merely average Strength and Constitution, combined with above-average Intelligence. This is a contour you’d usually associated with a sniper or a spellcaster, but jackalweres’ attacks are largely melee-based. This suggests three things. First, jackalweres are highly unsuited to drawn-out combat and will abandon a fight quickly if they don’t immediately get the upper hand. Second, they’ll rely heavily on guile. And third, the successful use of their Sleep Gaze feature—the closest thing they have to “spellcasting”—will figure prominently in their strategy. (more…)

Grung Tactics

I have to hand it to Volo’s Guide to Monsters for giving us grungs, undisputed winners of the Most Adorable Evil Creature title, formerly held by kobolds.

Clearly based on poison arrow frogs, grungs are arboreal rainforest dwellers, tribal and territorial. In the latter respect, their behavior in groups will therefore resemble that of lizardfolk, so I refer readers to my original article on them. Their amphibian nature also invites comparison to bullywugs.

Lizardfolk are brutes, but grungs are low-Strength, high-Dexterity, high-Constitution skirmishers. Their low Strength means they’re going to be encountered in large numbers; no fewer than half a dozen at a time, I’d say. If they’re going to initiate an encounter against your player characters, rather than vice versa, they’ll have to outnumber the party at least three to one.

Grungs share the Amphibious and Standing Leap features with bullywugs. This means they’ll often be found in swampy areas, around rivers and in other sorts of difficult terrain, which they can get around in easily by jumping. They’re quicker than bullywugs, though not as quick as most PCs, and since they can climb as well as jump, they’ll use their proficiency in Stealth to hide in trees and drop on their enemies from above. (more…)

Yuan-ti Revisited

Volo’s Guide to Monsters’ treatment of the yuan-ti is heavily lore-focused, with a section, useful to dungeon masters, on how to design a yuan-ti temple-city. From a tactical standpoint, the only additions are five new variants (!) and a brief subsection headed “Unusual Abilities.”

Unusual Abilities offers four traits that DMs can use to customize an individual yuan-ti or a group of them:

  • Acid Slime gives the yuan-ti a corrosive coating, lasting one minute, that inflicts 1d10 acid damage against a grappled opponent or one who strikes it with a close-range melee attack. It’s a bonus action, and yuan-ti don’t get any other bonus actions, so this is a free supplement to the yuan-ti’s action economy. It’s all benefit and no downside, so the yuan-ti will use this feature on its first turn.
  • Chameleon Skin is also a freebie: it’s a passive ability that grants advantage on Stealth Checks. No tactical implication; it just makes the yuan-ti better at what it already does.
  • Shapechanger, for the yuan-ti pureblood, comes with the same disadvantages as it has for the yuan-ti malison and yuan-ti abomination. Skip it.
  • Shed Skin is another all-benefit, no-downside feature, letting a grappled or restrained yuan-ti slip free without a skill or ability check. It costs only a bonus action, which is no cost at all, since the yuan-ti has no other bonus action to give up. A yuan-ti with this trait will use it anytime it applies.

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