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
Scourges of the arctic peaks, yetis are reclusive apex predators renowned for their bloodlust. Being impervious to the cold and having a keen sense of smell, they may be encountered wandering the foggy terrain around a white dragon lair or venturing out to hunt in a swirling blizzard.
With exceptional Strength and Constitution and merely above-average Dexterity, yetis are brute melee fighters, but they do have a couple of features they gain an edge from. One is their proficiency in Stealth, which combined with their Keen Smell and Snow Camouflage features gives them tremendous incentive to ambush prey in low-visibility conditions, such as the darkness of night or the whiteout of a snowstorm. The other is Chilling Gaze, which is part of its Multiattack.
Chilling Gaze requires the yeti to be within 30 feet of its target, so it has to exercise patience, staying hidden until its prey is close enough for it to strike—but that doesn’t mean it leaves this to chance. Yetis have Wisdom 12, high enough for them to exercise care in choosing their targets, and like other predators hunting for a meal, they favor the young, the old, the weak, the isolated and the oblivious. They’ll actively maneuver to bring themselves within strike range of such a target, counting on the combination of their Stealth proficiency, their Snow Camouflage and vision-obscuring conditions to keep themselves from being seen. Continue reading Yeti Tactics
An old-school monster dating all the way back to the 1974 Greyhawk supplement, the displacer beast is a panther-like creature that walks on six legs but attacks with a pair of long, sinuous tentacles emerging from its shoulders. Its name comes from its power to make itself appear to be several feet from where it actually is.
Aside from this passive feature, there’s not much in the displacer beast’s stat block to make it anything but a straightforward brute. Its primary physical abilities are Strength and Constitution, its 40-foot movement speed makes charging a snap, and it has no feature that allows or encourages a unique method of attack.
So to find a displacer beast fighting style that differs at all from that of other “Rrrrahhhh, bash bash bash” brutes, we have to look to three things: its armor class, its reach and the Monster Manual flavor text. Continue reading Displacer Beast Tactics
In all of fifth-edition Dungeons and Dragons, there are only six creatures with a higher challenge rating than an ancient red or gold dragon. Four of them are archdemons. One of them is Tiamat, the five-headed dragon goddess herself. The other one—equal to Tiamat, and superior to Yeenoghu, Orcus or Demogorgon—is the tarrasque.
And yet I got an intriguing e-mail from a reader recently: “In previous editions, people said the tarrasque was actually easy to deal with, so I’m curious to see your take”!
Easy? Let’s see how plausible this is—and figure out whether 5E has turned up the heat. Continue reading Tarrasque Tactics
So it turns out that catoblepas comes to us by way of Latin catōblepās from Ancient Greek katôbleps or katôblepon, and its plural in Latin is catōblepae, while its Ancient Greek plural is either katôblepes or katôblepones. Of all these, I like “catoblepes” best—much more than “catoblepases.” I’m going with it. Also, the accent is on the o: ca-toh-bleh-pahs, ca-toh-bleh-peez. And that’s one to grow on!
The catoblepas is largely a scavenger, whose loathsome presence befouls the environment around it; I guess it likes its food somewhat pre-decomposed. The foul-tempered monstrosity extends this preference to any edible trespasser who wanders into its territory—thus its Death Ray feature, which inflicts considerable necrotic damage on its target, enough to kill even a level 2 or 3 player character on a successful Constitution saving throw.
Catoblepes are classified as monstrosities, but they’re unaligned and have only beast-level Intelligence, around the level of a cat or dog. Their Strength and Constitution, however, are extraordinary, and their Dexterity is above-average as well. Their darkvision suggests that they’re crepuscular and/or nocturnal; you’re not likely to run across one in broad daylight. They combine above-average passive Perception with Keen Smell, giving them an effective passive Perception of 17 if you’re upwind of them. Continue reading Catoblepas Tactics