Bullywug Tactics

Bullywugs are petty, bad-tempered humanoid frogs, native to swampy areas. The fifth-edition Monster Manual flavor text describes them as “struck with a deep inferiority complex . . . desperately crav[ing] the fear and respect of outsiders” and says they’ll generally prefer to capture trespassers rather than kill them outright, hauling them back to win favor with their rulers first. One way they do this is by taming giant frogs and having them swallow victims whole; however, this works only on Small or Tiny targets, meaning that unless a party of player characters is made up entirely of halflings or gnomes, this isn’t a strategy they can rely on in a typical encounter.

For a creature with only two hit dice, bullywugs aren’t too shabby in combat. All their physical abilities are modestly above average; they have proficiency in Stealth and the Swamp Camouflage feature, which grants them advantage on Dexterity (Stealth) checks in swampy terrain. It’s fair to say, therefore, that bullywugs won’t venture outside such areas—not when they have such a natural advantage on their home turf.

Moreover, their Standing Leap ability lets them move their full speed of 20 feet per turn as a long jump, when the jumping rule would normally allow them to leap only 6 feet. This allows them to cover distance in difficult marshy terrain without having to halve their movement speed. If you want to be nitpicky about it, you can require them to succeed on a DC 10 Dexterity (Acrobatics) check when they land, per page 182 of the Player’s Handbook, but personally, I’d say that bullywugs, whose natural habitat is the swamp, shouldn’t have to make that check when landing. And for the sake of flavor, I like the idea of having bullywugs bouncing around like a bunch of ornery little superballs during combat rather than trudging around in 2-D as we landbound humanoids must. (Mind you, this does not exempt them from opportunity attacks when they jump out of PCs’ reach.) (more…)

Kuo-toa Tactics

Old-school Dungeons and Dragons players will recall that the kuo-toa made their debut in the venerated, if somewhat incoherent, D-series of adventure modules, which also introduced the drow. In the world of Greyhawk, Advanced Dungeons and Dragons’ original setting, they and the drow were fierce enemies. In fifth-edition D&D, however, the kuo-toa have been retconned into broken ex-subjects of an empire of mind flayers, their rivalry with the drow now mentioned only in passing.

“Many weapons of the kuo-toa are designed to capture rather than kill,” the Monster Manual flavor text informs us, but it leaves open the question of what they want to capture anyone for. Religious sacrifice, maybe? Interrogation? Found-art pieces? Regardless, I’m going to examine their tactics with the assumption that they are, in fact, trying to kill the player characters. (more…)

Githzerai Tactics

Like their cousins the githyanki, the githzerai are a rigidly disciplined people from another plane of existence. Unlike the warlike githyanki, the githzerai apply their discipline to asceticism and self-defense. Essentially, they’re psychic super-monks, bulwarks against chaos.

The githzerai monk has modestly above-average Strength and Constitution and high Dexterity, usually the physical ability contour of a sniper; a melee combatant with this profile generally has to use movement and surprise to compensate for its reduced ability to take damage and dish it out. The Monster Manual’s solution to this problem is curious: Rather than make the githzerai monk a skirmisher with abilities like Nimble Escape, the MM makes it, for all intents and purposes, a brute. That is, its abilities are tailored to toe-to-toe melee fighting. (more…)

Githyanki Tactics

Old-school Advanced Dungeons and Dragons players will remember the githyanki as the poster monster of the Fiend Folio, the first supplement to the original Monster Manual. (They’ll also remember the FF as the book that gave us the flumph, but let’s speak no more of that.) Githyanki aren’t native to the world the player characters inhabit but rather travel there from their original home on some other plane of existence, to raid and conquer. They share a common origin with the githzerai.

Githyanki warriors are shock troops, with high Strength and Dexterity. Their Intelligence and Wisdom are also above average. They have innate psionic ability (so far, treated in fifth-edition D&D as a form of spellcasting) that grants them at-will telekinesis in the form of the mage hand spell along with limited uses of jump, misty step and nondetection. They have proficiency bonuses to Constitution, Intelligence and Wisdom saving throws and a melee Multiattack.

What makes githyanki combat interesting is the intersection of their high damage-dealing capacity, low Constitution relative to their Strength and Dexterity (though it’s still above human average) and mobility spells. Githyanki should move fast, strike hard, then be somewhere else. The fact that misty step is a bonus action rather than a normal action is the key ingredient in this recipe, enabling combinations such as:

  • Move toward an opponent, Multiattack (action), misty step (bonus action) past the opponent.
  • Misty step (bonus action) toward an opponent, Multiattack (action) to finish the opponent off, move.
  • Multiattack (action), misty step (bonus action), move out of sight.


Dragon Tactics, Part 2.5

The fifth-edition Monster Manual includes listings for two “dragons” that aren’t individual creatures per se but rather templates that can be overlaid on any chromatic or metallic dragon stat block. Shadow dragons are dragons that have made lairs in the Shadowfell—a parallel plane of existence full of negative energy, dreary and desolate—and suffered the sorts of effects you’d expect from living for decades or centuries in such a place. Dracoliches are dragons that, like humanoid liches, have turned themselves into undead horrors in the misguided pursuit of immortality.

Shadow dragons and dracoliches are created by applying certain modifications to the stat block of an adult or ancient dragon of another type, either chromatic or metallic. (Yes, it seems that even metallic dragons can become shadow dragons or dracoliches, supposing that they were subjected to some sort of sufficiently powerful corrupting influence or curse.) Let’s look at what effects these modifications might have on their combat tactics. (more…)