When a corrupted paladin dies without making amends for his or her misdeeds, he or she may be raised as a death knight, an undead warrior that retains a tenuous connection to its former divine link. Like all undead, death knights are motivated by compulsion rather than survival.
What kind of compulsion might drive a former paladin, particularly one who strayed from the path of good? One leaps out at me as so obvious that it hardly seems worth considering any other: the desire to punish. Punish whom, for what? Does it matter?
The death knight is a brute, with extraordinary Strength and Constitution and a large reservoir of hit points, but not an unthinking one: all its mental ability scores are above average, and its Charisma in particular is exceptional. It has proficiency on Dexterity and Wisdom saving throws, two of the “big three,” plus advantage on spells saves in general from Magic Resistance. It’s immune to necrotic and poison damage and can’t be poisoned, exhausted or frightened. It doesn’t possess any resistance or immunity to physical damage from normal weapons, however. Continue reading Death Knight Tactics
Some time ago, a reader asked me to take a look at the alhoon, an undead, spellcasting mind flayer that’s almost a lich but not quite. Instead of becoming effectively immortal, the alhoon lengthens its lifespan through human(oid) sacrifice, tacking on however many years its victim has lived. (It seems to me that the alhoon should get however many years the victim has left, but whatever; I’m not a necromancer.)
Alhoons have a daunting array of features, so strap in—this is going to take a while to analyze. We’ll begin with their ability scores, which, like those of the ordinary mind flayer, are weighted toward the mental end, with Intelligence 19 leading the pack. However, unlike ordinary mind flayers, they also have a very high Constitution, along with proficiency in Constitution saving throws. This, combined with immunity (not resistance!) to physical damage from nonmagical attacks and advantage on saving throws against spells from Magic Resistance means their chief vulnerability is to magic weapons, with spells that require Dexterity saves to avoid damage a distant second. And not just any Dex-save spell: they’re also resistant to cold, lightning and necrotic damage and immune to poison. Fireball OK; lightning bolt bad.
In addition to various intellectual skills, alhoons have proficiency in Perception and Stealth, disposing them toward ambush. Their 120 feet of truesight means they probably know when you’re coming for them, and the first thing an alhoon does when it knows you’re coming is Hide. Continue reading Alhoon Tactics
A reader gently reminds me that I made a promise a long time ago that I haven’t fulfilled yet: I analyzed vampires, but I never did get around to analyzing the variant warrior vampire and spellcaster vampire. How do they differ from the stock vampire?
To recap, vampires are highly intelligent and prudent apex predators, both highly attached to and highly dependent on their lairs—of which they maintain several, just in case. They employ multiple levels of security in these lairs and will parley with intruders to size them up, stall for time and look for an opportunity to Charm one or more of them. They use a combination of Unarmed Strike (to grapple) and Bite to subdue opponents, draw sustenance from them and, potentially, transform them into vampire spawn. They value their continued existence very highly and are not going to engage in acts of stupid bravery; if the situation calls for it, they’ll tactically retreat without hesitation. When hunting, they prey on the weak, vulnerable and isolated. Continue reading Vampire Warrior and Spellcaster Tactics
Banshees are curious creatures: accursed undead elves, without any clear explanation of who did the cursing. They’re the “mean girls” of elvenkind, beautiful but cold, shallow and manipulative, who instead of remaining eternally youthful become more and more debased and drained of vitality, and end up wallowing in empty alienation forever.
Banshees have no physical form, so their only movement is flying, at a brisk 40 feet per round. They have above-average Dexterity and very high Charisma, but owing to their lack of substance, they have virtually no Strength. Thus, it’s unlikely that they’ll ever engage in prolonged, toe-to-toe melee combat; instead, they’ll use their ranged powers first, then make hit-and-run attacks. They’re not worried about opportunity attacks, because they’re resistant to physical damage from nonmagical weapons.
In addition to laughing at mundane iron and steel, banshees are also resistant to acid, fire, lightning and thunder damage and outright immune to cold, necrotic and poison damage, along with the vast majority of debilitating conditions. Thus, they have as little to fear from spellcasters as they do from loutish fighters. A magic weapon, on the other hand, puts them on red alert. Continue reading Banshee Tactics
Revenants are undead creatures bent on pursuing revenge against individuals who wronged them in their previous lives. As undead creatures, they have no survival instinct per se; instead, they’re driven by compulsions, in this case the compulsion to avenge themselves.
Now, you might argue, hey, you can’t get revenge if your enemy (or someone else) destroys you. And revenants have high Wisdom, high enough to understand the truth of this—and above-average Intelligence, high enough to understand the fact of it. So you might think a seriously wounded revenant would break off fighting and retreat—that is, unless it was getting too close to its one-year deadline.
But you can’t destroy a revenant. Its Regeneration feature restores 10 hp every round unless it’s taken fire or radiant damage; only if the damage that finally reduces its body to 0 hp is fire or radiant damage will the body it inhabits be destroyed. And even when the body is destroyed, the soul returns 24 hours later in a different body.
The only way to keep this from happening is to banish the revenant’s soul to its appropriate afterlife while it’s disembodied, using a wish spell. Only the most powerful wizards and sorcerers—veritable masters of the world—will have access to that. What kind of favor do you think you’d have to do for one of them to get him or her to cast a wish spell on your behalf? (The Monster Manual doesn’t mention this possibility, but I think you could probably also stop a revenant by bringing it back to life with a true resurrection spell. But this is also a 9th-level spell; instead of wheedling a favor out of Saruman, you’ve got to get it from the pope.) Continue reading Revenant Tactics