Chitine and Choldrith Tactics

Today I look at two related creatures from Volo’s Guide to Monsters, the chitine and the choldrith, part-elf, part-spider abominations created by magic as servitors of the spider goddess Lolth, patron of the drow. Based on their descriptions in the lore, even though they’ve produced offspring for many generations, the manner of their creation and the strong connection to their demonic mistress’s will suggests that they haven’t evolved; rather, they remain much as they were when they were created. Which implies two things: that they don’t necessarily have the same survival instincts that evolved creatures do, and that they may occasionally behave in suboptimal ways.

Chitines—hairy bipeds with multiple additional arms and eyes—are the more humanoid of the monstrous pair. They’re also the weaker, with a challenge rating of just 1/2. Largely, they’re uncomplicated ambush attackers. Their Web Sense and Web Walker traits strongly suggest that they’re usually encountered in the company of creatures that spin webs, such as their choldrith cousins, giant spiders or ettercaps; they may also be minions of a drow arachnomancer. But while spinning webs isn’t part of their combat repertoire, it is something they can do on their own time, according to the flavor text, so they don’t need these other creatures to have a webbed-up field to fight on. Fighting in webs and pitch darkness gives them a big comparative advantage. Their Stealth proficiency and climbing movement suggest not only that they lurk in the dark, waiting to pounce, but that they lurk in the dark on the ceiling.

With Intelligence and Wisdom of only 10, chitines aren’t particularly choosy about their targets. Their above-average Dexterity and Constitution suggest a preference for skirmishing, but really, Dexterity is both their primary offensive ability and their primary defensive ability, and they lean heavily on their Multiattack. Even when engaged with one melee opponent, they’re happy to ditch them to go after another who seems more vulnerable, judging by size, age, relative isolation, whether a they seem to have a hard time seeing in the dark, and/or whether they’re under a debilitating condition, such as being restrained by sticky webs. They’re not quite smart or disciplined enough to know how to Disengage, so they’ll often provoke opportunity attacks against themselves while darting from opponent to opponent. But they can—and do—minimize these by climbing up walls, skittering across ceilings to get past enemies they don’t want to engage with, then dropping down on those they do want to engage. Continue reading Chitine and Choldrith Tactics

Rot Grub ‘Tactics’

Rot grubs are nearly mindless creatures that exist primarily in swarms, a stat block for which is provided in Volo’s Guide to Monsters. They’re a nasty surprise for any adventurer who stumbles across them, since the only way to fight them off once they’ve burrowed into you is to intentionally burn yourself. However, to talk about their having “tactics” is to give them too much credit, and I’m only bothering to write them up because a reader requested it.

A swarm of rot grubs is easy to hit, having an armor class of only 8, but not so easy to destroy. The swarm is resistant to piercing and slashing damage, reflecting the fact that you can kill a lot more grubs with a broad bashing weapon than with a thin cutting edge or poking point. The swarm is also immune to most debilitating conditions, stunned and unconscious being two standout exceptions. The swarm can be blinded, but that doesn’t mean much, since it has 10 feet of blindsight. Except for its Constitution, which is average, the swarm’s ability scores are pitifully low.

The swarm has only one attack, a bite that does only indirect damage. Rather than take place at the moment of attack, the damage occurs at the start of the target’s turn, and it varies in proportion to the number of grubs that have burrowed into the target’s flesh (1d4 per hit). The target must cauterize the bite wound on this turn, or the burrowing grubs will do continuous round-by-round damage until the target is either cured of the infestation or dead. Continue reading Rot Grub ‘Tactics’

Modron Tactics

I was a huge math nerd as a kid. I think I must have been just 5 or 6 years old when I first got my hands on Flatland, and I drank it up like a parched man in a hot desert (having no idea until many years later that it was an allegory for classism and sexism in Victorian England), and the discovery of a quasi-sequel called Sphereland (sadly, not in print right now) delighted me even further.

So maybe you’d expect me to be more into modrons than I am. But when a reader recently told me he planned to run a campaign in Mechanus, the plane of pure law, and thought he wasn’t doing the modrons justice, I had to confess: I hate them. I have a great appreciation for silliness, but modrons have always struck me as just too silly, like whoever came up with the idea of Mechanus envisioned it as something out of The Phantom Tollbooth or Donald in Mathmagic Land.

Modrons are constructs, automata with vaguely mathematically inspired bodies and weirdly humanoid faces (with, in the illustrations of the fifth-edition Monster Manual, disturbingly full lips). The more advanced the modron, the more it can multitask, and the more authority it has over other modrons. All modrons possess natural armor, above-average Dexterity, 120 feet of truesight, and the features Axiomatic Mind and Disintegration.

One of the many peculiarities of modrons is that they’re denizens of an outer plane, yet their challenge ratings top out at 2. How many low-level adventurers are going to travel to Mechanus? I wonder whether these creatures must exist at least primarily for the sake of background decoration. They’re not going to pose a challenge to the player characters who encounter them except in great numbers—legions. Continue reading Modron Tactics

Rust Monster Tactics

Back when God’s grandma was a little girl, Dungeons and Dragons’ focus was emphatically on the dungeons—and by “dungeons,” it meant not just dank, subterranean lockups but vast underground complexes containing entire societies and ecosystems. Player characters spent a lot of time exploring these networks of caverns, and there was little or no opportunity to pop back up to the nearest village and replenish supplies.

So when your front-line fighter got cocky and armored himself up like a Panzer IV, the Monster Manual provided a way to cut him down to size: the rust monster, whose sole raison d’être was the annihilation of plate mail when it was neither cheap nor convenient to replace.

This cheese beast lives on in fifth-edition D&D, and despite the absurdity of a creature nourishing itself on a pre-oxidized, chemically stable substance, we have to look at this unaligned monstrosity as an evolved creature, because any other explanation of its existence is just too meta. Continue reading Rust Monster Tactics

Sahuagin Tactics

Sahuagin are fierce, amphibious fish-men that live underwater but emerge periodically to raid coastal settlements. Although the Monster Manual says they “dwell in the deepest trenches of the ocean,” that’s a bit far for even a creature with a 40-foot swimming speed. Those ocean trenches are as far from the coasts as the highest mountains are, and you don’t often hear about the yeti of the Himalayas spending an afternoon staging a raid on Kolkata, or the Tatzelwürmer of the Alps popping down to Genoa for some late-night ravaging. These are distances of hundreds of miles we’re talking about. So chances are, any sahuagin that player characters encounter are going to be denizens of shallower depths. Maybe they’re the border reivers of the ocean kingdom.

When they come ashore to raid, they do so at night, as implied by their 120 feet of darkvision. They can’t come far inland, since their Limited Amphibiousness gives them only four hours of air breathing before they have to return to the water. Unlike, say, merrows, sahuagin can move about on land as easily as any other humanoid.

In this environment, they’re basic brutes. Their Multiattack gives them one weapon or claw attack and one bite attack. Since their armor class doesn’t include a shield, we can presume that they wield their spears two-handed for the greater damage. Continue reading Sahuagin Tactics