NPC Tactics: Bandits and Assassins

In yesterday’s post, I discussed non-player characters who are likely to be found enforcing the local law; today I’ll talk about the ones likely to be found breaking it, starting with bandits. The bandit stat block isn’t the ideal template for your typical back-alley burglar or pickpocket—oddly, the fifth-edition Monster Manual omits that archetype altogether. At the end of this article, I’ll provide a homebrew stat block you can use for that type of NPC. Rather, the MM bandit is more like a highwayman (on land) or a pirate (at sea), and his or her primary motivation is loot.

The bandit’s physical abilities are all modestly above average, with Dexterity and Constitution in the lead: bandits are scrappy fighters who rely on their numbers. They wield “scimitars,” for reasons I can only guess at—maybe this is the closest thing 5E Dungeons & Dragons has to a cutlass? Maybe because it treats shortswords as primarily stabbing weapons and thinks bandits ought to carry slashing weapons instead? I dunno. The weapon properties are the same, and the damage is the same except for the type, and if there’s any kind of armor or enchantment that resists slashing damage but not piercing damage or vice versa, I haven’t found it yet. In any event, you can let the flavor of the setting determine whether your bandits are carrying scimitars, cutlasses, arming swords, dirks, gladii or whatever—they all do 1d6 + 1.

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NPC Tactics: Guards, Thugs, Veterans and Knights

Take a commoner who’s more physically fit than average, put a spear in his or her hand, give him or her some combat training, and you have a guard, the first line of defense against player characters who might otherwise run amok through the picturesque towns of your campaign setting.

With their above-average (though not exceptionally so) physical ability scores, guards are well suited for the simple, direct combat role of “Go ye forth and poke it, then poke it again.” That being said, they are essentially nothing more than well-trained commoners. Braver than average they are, and more motivated by duty, but this presumes that 99 times out of 100 they’re not facing any foe more challenging than another commoner. Throw a monster at them, and they’re as likely to flee or freeze as they are to stand and fight. They know how to use their weapons, but that’s not the same as understanding strategy and tactics; their sophistication extends only as far as knowing that a surrounded foe is less likely to get away, so if they outnumber their opponents, they’ll flank, and if they don’t, they’ll form a line, circle up with their backs to one another or send one of their number to run and get more guards. When they’re in serious danger—reduced to 4 hp or fewer, or next to another guard who is—their discipline dissolves, but not so much that they’ll run without Disengaging (action) first, unless they themselves are the ones seriously wounded. (The difference between their physical abilities and those of a commoner is significant enough that nonhuman guards will take the direct approach to combat even if commoners of the same race wouldn’t.)

Note that guards don’t even have proficiency in the Intimidation skill. They can yell, “Halt!” but it’s not going to make anyone take them more seriously.

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NPC Tactics: Commoners and Nobles

Not all the enemies player characters encounter in Dungeons & Dragons are monsters. Many of them are simply people: villagers, townsfolk, nomads, vagabonds, hermits. They’re what we refer to as “non-player characters.”

In the fifth-edition Monster Manual, the basic template for an NPC is the commoner. The commoner has all-average attributes, no special skills or features, and no weapon attack except a club, which is interchangeable with any improvised weapon.

The German psychologist Karen Horney (rhymes with “horsefly,” not “corny”) observed three tendencies in people’s behavior: moving toward others, moving against others and moving away from others. She later called these tendencies compliance, aggression and detachment. In any given personality, one of these will probably be stronger than the other two. So a commoner thrown into a conflict situation might react one of three ways:

  • Fight. This character will reflexively attack a perceived enemy. The attack won’t be sophisticated. The NPC will grab the nearest weapon (improvised, if necessary), move toward his or her opponent, and Attack (action) until either the enemy is defeated or the NPC is seriously wounded (reduced to 1 hp) or knocked out. A rare commoner—for instance, a hunter—may know how to use a simple ranged weapon, in which case he or she will Attack without moving toward the opponent, but will give limited pursuit to an opponent that tries to escape.
  • Flee. This character will turn and run. Lacking the training to know to Disengage, he or she will instead Dodge (action) while within an opponent’s reach, Dash (action) otherwise, and in either case move at full speed toward the nearest place of perceived safety.
  • Freeze. In real life, this reaction to danger is surprisingly common. The character will neither fight nor flee but stand rooted, paralyzed with fear. If the NPC can gather his or her wits (say, by making a Wisdom check against a DC equaling 10 plus the enemy’s challenge rating times the appropriate encounter modifier from page 82 of the Dungeon Master’s Guide), he or she will form the words necessary to surrender.

Why are you attacking commoners anyway, you naughty PCs? Well, a dungeon master may have good reasons for including commoners in an encounter other than evil PC behavior. Maybe the commoners are being attacked by a monster and must be rescued. Maybe they’ve been charmed by a more powerful foe. Maybe the PCs have been charmed or magically disguised to appear as a threat. Maybe the commoners are xenophobic, and the PCs are foreigners to them. Maybe they’re embroiled in a feud with some other commoners.

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Grick Tactics

The grick is a grayish, subterranean snake-worm monstrosity 5 to 8 feet in length, with a sharp, beaked mouth ringed by four clawed, suckered tentacles—in short, the stuff of nightmares. Normally a cavern-dweller, it occasionally ventures aboveground if food is scarce, ensconcing itself in rocky crevices where prey is likely to pass by.

Its Strength and Dexterity are high, in contrast with its average Constitution, so its preferred method of attack is ambush. It’s also primarily nocturnal, on the basis of its darkvision, though not exclusively: it may, for instance, hide in a dark crevice aboveground, yet attack creatures that are outside in the light. At the same time, though, it’s probably more likely to attack around dusk than in the middle of the day. Although it has no Stealth skill per se, it has the Stone Camouflage feature, which gives it advantage on Dexterity (Stealth) checks in rocky terrain. Consequently, it will stick to this kind of area and remain hidden until a target creature draws near, then Attack from hiding, with advantage.

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Ettercap Tactics

Ettercaps are arachnid-humanoid hybrids, and not the adorkable, crime-fighting type. They live in forests, herd spiders, and generally lend an air of gloom and despair to wherever they live. Anytime a party of adventurers encounters an ettercap, it will be accompanied by at least a few giant spiders.

Ettercaps are robust in all their physical abilities, with Dexterity leading by a nose. They’re not afraid of a toe-to-toe confrontation, but considering their high Dexterity, combined with their Stealth and Survival skills, an ambush scenario is more likely, perhaps with the ettercaps beginning the encounter hiding in trees (thanks to their Spider Climb skill). They also have darkvision, Web Sense and Web Walker, making it advantageous for them to blanket dimly lit parts of thick forests with webs and wait for hapless travelers to get stuck in them. Alternatively, if there’s a road or trail that passes through their forest, they may lay webs across the path which even travelers who notice them and aren’t caught in them will still be stopped by, giving the ettercaps an opportunity to attack. An adventuring party that makes camp in the woods may wake in the morning to find its campsite entirely encircled by webs.

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