Today I look at two related creatures from Volo’s Guide to Monsters, the chitine and the choldrith, part-elf, part-spider abominations created by magic as servitors of the spider goddess Lolth, patron of the drow. Based on their descriptions in the lore, even though they’ve produced offspring for many generations, the manner of their creation and the strong connection to their demonic mistress’s will suggests that they haven’t evolved; rather, they remain much as they were when they were created. Which implies two things: that they don’t necessarily have the same survival instincts that evolved creatures do, and that they may occasionally behave in suboptimal ways.
Chitines—hairy bipeds with multiple additional arms and eyes—are the more humanoid of the monstrous pair. They’re also the weaker, with a challenge rating of just 1/2. Largely, they’re uncomplicated ambush attackers. Their Web Sense and Web Walker traits strongly suggest that they’re usually encountered in the company of creatures that spin webs, such as their choldrith cousins, giant spiders or ettercaps; they may also be minions of a drow arachnomancer. But while spinning webs isn’t part of their combat repertoire, it is something they can do on their own time, according to the flavor text, so they don’t need these other creatures to have a webbed-up field to fight on. Fighting in webs and pitch darkness gives them a big comparative advantage. Their Stealth proficiency and climbing movement suggest not only that they lurk in the dark, waiting to pounce, but that they lurk in the dark on the ceiling.
With Intelligence and Wisdom of only 10, chitines aren’t particularly choosy about their targets. Their above-average Dexterity and Constitution suggest a preference for skirmishing, but really, Dexterity is both their primary offensive ability and their primary defensive ability, and they lean heavily on their Multiattack. Even when engaged with one melee opponent, they’re happy to ditch them to go after another who seems more vulnerable, judging by size, age, relative isolation, whether a they seem to have a hard time seeing in the dark, and/or whether they’re under a debilitating condition, such as being restrained by sticky webs. They’re not quite smart or disciplined enough to know how to Disengage, so they’ll often provoke opportunity attacks against themselves while darting from opponent to opponent. But they can—and do—minimize these by climbing up walls, skittering across ceilings to get past enemies they don’t want to engage with, then dropping down on those they do want to engage. Continue reading Chitine and Choldrith Tactics
Kruthiks are a refreshing change of pace: a straight-up monster that just wants to eat, have babies and otherwise be left alone. They come in various sizes, but all of them have in common a high armor class, burrowing and climbing movement, darkvision, tremorsense, and the features Keen Smell, Pack Tactics and Tunneler.
Ordinary young and adult kruthiks have a balanced ability contour favoring Dexterity. This would normally indicate a bias toward ranged combat, but young kruthiks lack a ranged attack, and in adult kruthiks, the bias is slight, almost insignificant. Thus, they don’t fit neatly into any one single combat profile. On the other hand, their Intelligence isn’t high enough to indicate tactical flexibility. I’m going to interpret this to mean that they may start combat in any number of ways—brute melee fighting, ranged sniping, scrappy skirmishing, hard-and-fast shock attacks—but whichever of these they choose, they generally don’t deviate from.
Because their ability contours offer so few clues about their fighting styles, the importance of their burrowing and climbing movement and their Pack Tactics and Tunneler features is magnified. Young kruthiks are disinclined to fight enemies they don’t outnumber—at least 3 to 1. Adult kruthiks don’t necessarily have to outnumber their enemies, but they’ll never fight in a group of fewer than three, and four or five is a more typical squad size. Since young kruthiks have only melee attacks, they have to swarm their enemies; adult kruthiks can combine melee Stab attacks with ranged Spike attacks (akin to a porcupine throwing its quills) and gain the benefit of Pack Tactics as long as least one of them is engaged in melee with a foe. Continue reading Kruthik Tactics
Centaurs are the half-horse, half-human hybrids of Greek myth for which, it has been observed, no one has yet come up with a definitive way to design trousers. Which to me clearly indicates that they don’t wear any. Don’t come to me with your hang-ups, man.
In the Harry Potter series, centaurs are standoffish, territorial and even a bit malicious, but in Dungeons and Dragons, as far back as I can remember, they’ve been labeled good creatures—although I’m pretty sure they were originally chaotic good rather than neutral good, which makes more sense to me. Anyway, the upshot is, centaurs are unlikely to attack unprovoked and may prefer to try to subdue and capture their enemies rather than kill them. Doesn’t mean they can’t give you a good hoof-clout, though.
With a single-peak ability contour—exceptional Strength, but merely above-average Dexterity and Constitution—centaurs are also another sort of hybrid, between a brute and a shock attacker. As I use the terms, shock attackers hit fast and hard, then get out, because they’re not cut out for prolonged melee engagement; brutes engage and tank it out until their enemies are dead. With centaurs, we’re maybe looking at something in between: a creature that engages for just two or three rounds, then disengages. Continue reading Centaur Tactics
In the Feywild, creatures spring into existence that are the manifestations of the feelings of mortals. In the Shadowfell, this happens, too, but only for the really bad feelings. These creatures are the sorrowsworn.
The intriguing thing about the sorrowsworn is that they literally feed off negative emotions. Doing violence to the Angry, for instance, makes its attacks more effective, while refusing to do violence to it reduces its effectiveness.
All sorrowsworn have 60 feet of darkvision—good for the gloom of the Shadowfell—and are resistant to physical damage from any type of weapon, not just nonmagical weapons, while out of bright light. Continue reading Sorrowsworn Tactics
I’m puzzled as to why certain creatures are included in the “Miscellaneous” Appendix A of the fifth-edition Monster Manual, which consists mostly—but not entirely—of regular animals, such as apes, bears, crocodiles and so forth. Why, alongside this menagerie of mundane beasts and their oversize cousins, do we also find awakened trees and shrubs, blink dogs, death dogs, wargs (excuse me, “worgs”) and phase spiders? Why didn’t these monsters (none of them is categorized as a “beast”) rate their own listings in the body of the book? So odd.
Phase spiders differ from giant spiders in a variety of minor respects and two significant ones. First, while they have the Web Walker feature, they don’t spin webs. This struck me as so peculiar that I checked the MM errata to confirm that it wasn’t a mistake. Second, they have the Ethereal Jaunt feature, which lets them phase back and forth between the material plane and the ethereal plane.
I’m going to take a quick look at its other traits and then come back to these, because I think the phase spider is in need of some flavor text that explains what it’s all about. Continue reading Phase Spider Tactics