Clearly, thri-kreen are meant to resemble some kind of eusocial insects, most likely ants or termites; I’m not entirely sure which one. (ETA: On Reddit, ghost_warlock kindly refers me to Wikipedia, where “the very first line . . . explains that they’re ‘mantis warriors.’ I am suitably shamed over not having thought to check Wikipedia for the answer.) However, these four-armed humanoids don’t possess the kind of hive mind or hive mentality you might attribute to them, based on their appearance. They’re not telepathic, nor are they even lawfully aligned. They don’t sleep, though, and they have the ultimate poker faces, betraying nary a hint of emotion.
Being chaotic neutral rather than chaotic evil, thri-kreen largely want to be left to their own business. The Monster Manual flavor text does say they “consider all other living creatures as potential nourishment,” and in the inevitable silly twist, “they love the taste of elf flesh in particular.” (Between thri-kreen and perytons, I’m getting the impression that elves must be delicious, like truffles or something.) But this seems to me to verge on evil, so I’d say that thri-kreen don’t attack other humanoids just to eat them unless they’re experiencing some kind of shortage of other foods. That being said, having already killed a humanoid for some other reason, they probably wouldn’t have any scruples about consuming the corpse.
Thri-kreen have high Dexterity and above-average Strength and Constitution. This gives them a bit of flexibility between brute melee combat and skirmishing, perhaps with a slight bias toward the latter, since they’re fast-moving (speed 40 feet per round). They also have proficiency in Perception and Stealth, plus Chameleon Carapace, which gives them advantage when trying to Hide. All these factors point toward ambush as a favored strategy. Continue reading Thri-kreen Tactics
I confess that this blog is substantially shaped by my own biases. I’m not a fan of underground dungeon crawls, so I tend to give less attention to monsters that are found only, or predominantly, in the Underdark. Also, I find it more interesting to write about monsters whose features interact in complex ways, meaning I’m more likely to gloss over simple brute fighters.
For both these reasons, I haven’t touched the duergar yet. Their ability scores follow an unambiguous brute profile, their Duergar Resilience and Sunlight Sensitivity features are passive, and they’re armed with ordinary melee and ranged weapons. Generally speaking, their “tactics” are going to consist of charging, bashing and stabbing.
But a reader recently wrote, “I can never figure out when to Enlarge and when to turn invisible, especially when using them in groups.” These two specific questions are worth examining. Unfortunately, the former, in particular, demands math. Continue reading Duergar Tactics
So imagine that you’re talking to someone, and as you’re talking to him, his face sprouts horns, his mouth sprouts fangs, and his ears transform into bat wings, and they start flapping, and his head tears right off its body, turns around and starts drinking the blood that’s fountaining from his former neck-place. You’ve just witnessed the birth of a vargouille, a silly and horrible little fiend that’s the extraplanar personification of cooties.
Vargouilles are stupid and possess an underdeveloped survival instinct. Though birthed in solitude, they flock together as quickly as possible for the safety of numbers. They can drag themselves along the ground only feebly, but they can fly faster than the average humanoid can jog. They’re resistant to cold, fire and lightning damage and immune to all forms of poison, including the poisoned condition. They have 60 feet of darkvision and detest sunlight (although it doesn’t do them any actual harm, as it does to, say, kobolds).
With above-average Dexterity and Constitution (and nothing else), vargouilles are skirmishers; moreover, they’re flying skirmishers, which means they’ll often keep station 10 or 15 feet in the air, fly down to attack, then fly back out of reach. This makes them subject to opportunity attacks, which should matter, but with a Wisdom of only 7, they’re not prudent enough to try to avoid it. Continue reading Vargouille Tactics
Xvarts are tricky to devise tactics for, because their ability scores, their features and their Volo’s Guide to Monsters flavor text all seem to be at odds with one another. Their ability scores suggest Dexterity-focused sniping and shock attacks. Their Overbearing Pack feature suggests a reliance on shoving opponents prone, presumably to be followed up with melee attacks (both of which depend on Strength). And the flavor text states that they attack primarily to abduct, which implies grappling. There is a solution, but it’s tricky.
Xvarts move at the normal humanoid speed of 30 feet per round. Their Strength is low, and their Constitution merely average, so they’re anti-brutes—averse to melee slugfests. Xvarts will necessarily seek strength in numbers—and allies, specifically giant rats and giant bats. Giant rats make particularly good allies for xvarts, because of their Pack Tactics feature; giant bats, however, are tougher and more challenging. A xvart encounter should include, at a minimum, two xvarts per player character, plus an animal ally for every two xvarts.
Xvarts are neither smart nor wise. They have no ability to adapt if their favored strategy doesn’t work, and they may not be particularly quick to notice that it isn’t working. However, unlike the usual low-Wisdom monster, which waits too long to run away, xvarts are cowardly; if anything, they’ll run away prematurely from encounters that actually favor them. The Low Cunning feature gives them Disengage as a bonus action, but this represents instinctive evasive ability, not discipline. Continue reading Xvart Tactics
Salamanders are the fiery analogue to water weirds, galeb duhrs and invisible stalkers, but they’re significantly more independent-minded, serving only efreets (and those only reluctantly and resentfully). They have a society of their own, on the Elemental Plane of Fire, and if they’re hanging out on the material plane, they’re probably doing so against their will.
As fighters, salamanders are shock troops. Their exceptional Strength is coupled with high Dexterity and Constitution (their Con is higher than their Dex, though not significantly so): they can engage in either toe-to-toe slugfests or hit-and-run attacks, but in general they’ll favor melee over ranged attacks, because they can do much more damage at close range.
Salamanders are immune to fire attacks, vulnerable to cold attacks and resistant to physical damage from nonmagical weapons. Thus, they’re more cautious around foes who wield magic weapons, as well as spellcasters who sling frost spells. Because of their choleric temperament, however, this caution is as likely to result in focused fire (pun intended) as in avoidance. Continue reading Salamander Tactics