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. Continue reading Grung Tactics
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.
Continue reading Yuan-ti Revisited
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
Volo’s Guide to Monsters gives us fantastic resources to use when designing lairs for kobolds and planning out how they’ll behave in a combat encounter. When it comes to orcs, though, Volo’s cops out on these topics, instead giving us an anthropological (orcological?) overview of the highly theocentric structure of orc society. This offers some guidance on encounter building, but nothing here offers any new insight on how orcs might behave during a fight, save one detail: war wagons.
We can surmise that a group of orcs escorting a war wagon will be less likely to charge Aggressively if doing so means leaving the war wagon unattended. Also, as reluctant as orcs are to retreat to begin with, they’ll be even more reluctant if doing so means abandoning a war wagon. To allow a well-laden war wagon to fall into the hands of an enemy by fleeing would be unforgivably disgraceful. Orcs are so hung up on pride and valor, they won’t even use the war wagon for cover if they’re seriously wounded. If they have 1 hp left, they’ll place that 1 hp between the enemy and the war wagon.
What Volo’s does offer are five (!) new varieties of orc, two of which are spellcasters, all of which build on the orcish pantheon of the Forgotten Realms setting. Continue reading Orcs Revisited
Reading the section on kobolds in Volo’s Guide to Monsters gives me a much greater appreciation for kobolds. My own original assessment of kobolds was that they rely on ambush, will never fight an enemy hand-to-hand alone, and will retreat and regroup—or just retreat—if injured or isolated. Volo’s concurs, but it goes so much further. My hat is off to Volo’s.
“Because they are physically weak individually, kobolds know they have to use superior numbers and cunning to take down powerful foes,” it says. “Cunning” may be giving too much credit to a species with an average Intelligence of 8 and Wisdom of 7, but what I like about the section of Volo’s on kobold tactics (something it doesn’t offer for goblinoids) is that it takes the evolutionary perspective one step further than I did and presents kobolds as having evolved a highly cooperative society. Unlike goblins, forever squabbling and looking out for themselves, kobolds instinctively work together, even without having to discuss what they’re doing. Continue reading Kobolds Revisited