Kruthik 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

Centaur 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

Sorrowsworn 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

Phase Spider 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

Banderhobb Tactics

My apologies, readers: Between putting out the second edition of Live to Tell the Tale, going car-buying, and then coming down with some not-the-flu-yet-still-distinctly-flu-like bug, I haven’t had a very productive March, blog-wise. But let’s see what I can still jam out under the wire.

I’ve got quite a few reader requests queued up, and the one that’s been in the queue the longest is the banderhobb, yet another monster that supports Sam Sykes’ dictum, “Frogs are seriously bad news, man.” The banderhobb’s froglike appearance is a little misleading, since it’s not amphibious, nor can it leap, although it can attack targets with its tongue. Instead, it’s a deadly combination of powerful brute and relentless hunter, which stalks its prey in the dark.

And don’t let the term “brute” fool you: even though it possesses extraordinary Strength and Constitution, it doesn’t lack Intelligence and in fact has a fairly high Wisdom, high enough for it to choose its battles and its moments. It’s also expert in Stealth, and it has 120 feet of darkvision. These traits, plus its Shadow Stealth and Shadow Step features, indicate that it strikes from hiding rather than charging brazenly into battle.

According to the lore in Volo’s Guide to Monsters, a banderhobb is the creation of a malicious mage or fey creature, called to serve as a thief, kidnapper or assassin. It doesn’t live very long and so, despite its high Wisdom, has no survival instinct to speak of; it exists only to fulfill its orders. If a group of player characters encounters one, it will be on the hunt, its quarry either a non-player character or one of the PCs themselves. (In rare instances, it may be hunting an object rather than a person.) Continue reading Banderhobb Tactics