In the Feywild, creatures spring into existence that are the manifestations of the feelings of mortals. In the Shadowfell, this happens, too, but only for the really bad feelings. These creatures are the sorrowsworn.
The intriguing thing about the sorrowsworn is that they literally feed off negative emotions. Doing violence to the Angry, for instance, makes its attacks more effective, while refusing to do violence to it reduces its effectiveness.
All sorrowsworn have 60 feet of darkvision—good for the gloom of the Shadowfell—and are resistant to physical damage from any type of weapon, not just nonmagical weapons, while out of bright light. Continue reading Sorrowsworn Tactics
What do you get when you cross a dragon, a kraken and a beholder? You get a morkoth, a weird, paranoid, tentacled beastie that drifts through the planes on its own private island, which might be aquatic but might also be airborne, and hoards living beings as well as treasure.
By default, a morkoth’s lair is immersed in water, although the morkoth can make that water clear and/or breathable at will—as well as the reverse. This water is just one of many advantages the morkoth has in its own lair, since it has a swimming speed of 50 feet, twice its land speed. It can breathe equally well in air and water, so the breathability (or lack thereof) of the water in its lair is an amenity it can offer to guests and a weapon it can use against intruders.
Morkoths, despite their many hit points and high armor class, aren’t all that physically formidable. Their Strength, Dexterity and Constitution are all modestly above average. Their standout ability is Intelligence, which is also their spellcasting ability, so while they do possess a respectable Multiattack that can also restrain one enemy, they’ll reserve it for enemies who get right up in their beaky faces. They’d much rather attack with spells. Continue reading Morkoth Tactics
In case your players are so jaded that they just shrug and say, “Whatevs,” when you throw a giant at them, Volo’s Guide to Monsters introduces a set of elite variations, one for each race of giants in the “ordning.” Curiously, however, most of them don’t offer any new tactical twists. Continue reading Elite Giant Tactics
There aren’t too many gargantuan creatures in the Monster Manual. Ancient dragons grow to gargantuan size; aside from that, you’ve got your kraken, your tarrasque and your roc, a monstrous avian whose name, curiously, shares an etymology with “rook,” the chess piece (from Persian rukh, by way of Arabic) but not with “rook,” the corvid bird (from Old English, an imitation of its croaking call).
This terror with a 200-foot wingspan—roughly the size of a Boeing 747—hunts big, slow-moving game, snatching up an elk, a buffalo or even a giant as easily as a hawk or owl would seize a squirrel. It’s unaligned and has only bestial Intelligence. Its Strength and Constitution are extraordinary; its Dexterity, as ordinary as you can get.
Rocs are fearless. Aside from their enormous pool of hit points, they have proficiency in all of the big three saving throws (Dexterity, Constitution, Wisdom), plus Charisma. Magic doesn’t scare them, and it takes massive damage to even deter them: From their maximum of 248 hp, they’ll need to be reduced to 99 hp or fewer to be driven off. Continue reading Roc Tactics
The behir is, simply, a predator. A huge monstrosity, in the neighborhood of 15 feet long, it’s fast, tough and strong, able to run as fast as a lion and to climb faster than most humanoids can run. Its Intelligence is at the upper end of animal range, and it’s a good judge of prey. It’s also surprisingly stealthy, able to strike from ambush and do spectacular damage to its victims.
But all this power comes at a cost: Behirs get sleepy as they digest their prey. Because of this, once a behir strikes and swallows its prey, it immediately breaks off and retreats to its lair or some other hiding place so that it can absorb its meal in peace.
Normally, a creature with a recharge ability prefers it over any other method of attack, but in the case of behirs, Lightning Breath is an oddly limited-use feature. Its range is only 20 feet, meaning that in most cases, it’s only likely to strike a single target (see “Targets in Area of Effect,” Dungeon Master’s Guide, page 249), and while the damage it does is substantial—about 50 points of expected damage—it doesn’t help the behir eat anything.
In contrast, the behir’s Multiattack comprises a Constrict action, which does an average of 34 points of damage and restrains its target on a hit, and a Bite action, which does an average of another 22 points of damage, with advantage on the attack if the target is restrained. That’s 56 points of damage right there, and the behir’s chance to hit is extremely high, compared with its chance of doing full damage with its Lightning Breath. Finally, on its next turn, it can Swallow the creature it’s restraining, which is what it came for. Continue reading Behir Tactics