Mordenkainen’s Tome of Foes introduces a whole passel of drow variants, all of them boss-grade, one of them legendary, the weakest of them having a challenge rating of 9. Not only that, four of the five have extensive spell repertoires, and even the fifth can cast the same few spells that all drow know. This means a lot of variables to look at, so my examination of these variant drow is going to be spread over multiple posts.
At CR 9, suitable for mid-level player characters, we have the drow house captain. This is a finesse fighter with decent staying power and an unusual Multiattack that combines two melee weapon attacks with either a ranged crossbow attack or attack with a whip. The whip attack is also unusual, because it seems designed to be used against the captain’s allies!
With their high Wisdom, drow house captains are keen assessors of their enemies’ threat level, and they have the Charisma to parley as needed, though no particular aptitude with any social skill. Aside from their Multiattack, which incidentally implies that they always wield a weapon in each hand, their most distinctive features are Battle Command, Parry (which we also see in the comparable knight and hobgoblin warlord) and their proficiency in all of the “big three” saving throws. This last feature implies a lesser degree of fear of enemy spellcasters. Continue reading Drow Tactics: House Captains
I hope no one has been too disappointed by my sudden slowdown in posting. The past week has been taken over by the arrival in this adventure setting of my daughter, Johanna, who I anticipate will grow up to be a legendary boss. More posts when I can get to them.
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
It took me a couple of tries to get through the flavor text on the nightwalker in Mordenkainen’s Tome of Foes, but here’s what it seems to boil down to: If some schmuck is dumb enough to try to visit the Negative Plane, which has even less to recommend it as a destination than Philadelphia International Airport, the tradeoff is that a nightwalker is released into the material plane, and the visitor can’t leave the Negative Plane until the nightwalker is somehow persuaded to go back. How can it be persuaded to go back? “By offerings of life for it to devour.” How many such offerings are necessary? It doesn’t say. What do nightwalkers want? “To make life extinct.” So the idea here is to convince a nightwalker to abandon the place where it has plenty of life energy to devour by giving it life energy to devour? Try throwing bagels to raccoons and see how quickly they go away.
As if this arrangement weren’t bad enough for our traveler, destroying the nightwalker traps the traveler on the Negative Plane forever. In short, in an entire universe of bad ideas, going to the Negative Plane for any reason is quite possibly the worst. If you’re creating a nightwalker encounter, though, someone went through with this execrable half-baked plan, and now your player characters are the ones who have to deal with the consequences.
With extraordinary Strength and Constitution, nightwalkers are brutes, but they’re some of the nimblest brutes in the Dungeons and Dragons menagerie: their Dexterity is also extraordinary, though not quite as high as their Strength and Con. Their mental abilities, in contrast, are weak, with below-average Wisdom the highest of the three. They’re indiscriminate in their target selection and operate on instinct, without any flexibility in their tactics. Continue reading Nightwalker Tactics
Maruts are interplanar marshals that monitor and enforce compliance with mystically signed contracts. And by “enforce compliance,” I mean, of course, delivering beatdowns to whoever breaches them. Unlike most constructs, maruts are highly intelligent and able to exercise considerable individual discretion in carrying out their tasks; the tasks themselves, however, are rigidly determined. Maruts don’t care whether you’ve honored or violated the spirit of a contract, only the letter of it.
As lawful neutral creatures, maruts are indifferent toward other beings by default. If you’re helping them in their duties, they’ll be friendly, in a robotic sort of way. If you’re hindering them, they’ll clear the blockage. Once you no longer pose any hindrance, however, they’ll be on their way. If you’re not the party they’re out to punish, they’ll only attack to subdue.
Maruts are spectacularly tough, with more than 400 hp, an armor class of 22, and extraordinary Strength and Constitution. Their Intelligence and Charisma are also exceptional, and their Wisdom is high; they have expertise in Insight, Intimidation and Perception. They’re brutes, but they’re brilliant brutes: they can see through most lies and know other creatures’ abilities and weaknesses as if reading them off their character sheets or stat blocks. Unfortunately for them, while they’re capable of great tactical flexibility, they don’t really have the features they need to make full use of it. Continue reading Marut Tactics