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
One reason I haven’t addressed the remorhaz (pronounced rem-o-raz) yet is that I’ve tried to emphasize creatures that are likely to have fighting styles more complex than “Rrrrraaaaahhhhh, stab stab stab” (or “chomp chomp chomp”). Generally, that’s meant skipping over monsters with simple brute profiles—high Strength, high Constitution, low-to-middling everything else, without much in the way of tactics that might modify this—and the remorhaz is one of those. However, a reader asked me to take a look at it, so let’s see what there is in its stat block that might liven it up:
- Burrowing movement. Remorhazes aren’t stealthy, but it doesn’t take proficiency in Stealth to sit in a hole in the ground and wait for prey to stroll by. (I love how the Monster Manual handwaves the combination of their arctic habitat and their Heated Body feature by declaring, “While hidden under the ice and snow, it can lower its body temperature so that it doesn’t melt its cover.” Well, isn’t that convenient!)
- Sixty feet of tremorsense. OK, this I like, because basically it works the same way as the sandworms in Dune. It doesn’t have to see you walking overhead: it can feel you.
- Heated Body. Touch a remorhaz, or hit it with a close-range melee attack, and you take fire damage.
- The Swallow action. This is where the remorhaz gets interesting.
Continue reading Remorhaz Tactics
Sphinxes are bosses. Probably somewhat underutilized bosses, since you can only employ the solve-the-riddle, access-the-vault trope so many times before it gets tiresome (and that number of times is generally one, if not zero), so the first challenge you have to overcome as a dungeon master, before dealing with its tactics, is figuring out a way to make a sphinx encounter feel fresh. I’ll be honest: I have no useful advice on this. If you have any, share it in the comments below.
Advanced Dungeons and Dragons had four varieties of sphinx; the number peaked in version 3.5 (the “More is always better” edition) at nine. But the fifth-edition Monster Manual includes only two: the androsphinx and the gynosphinx. The androsphinx remains the more powerful of the two, because patriarchy. (The gynosphinx, strangely, seems to have a mane, although on closer inspection, it may just be a wig.)
Androsphinxes and gynosphinxes have many features in common. Physically, they’re brute fighters; mentally, they’re champs across the board, though the masculine androsphinxes have less Intelligence and more Charisma. (If you think this makes them sound like the types who typically get promoted to management, you’re not alone.) They’re hyper-Perceptive, with 120 feet of truesight; they can’t be charmed or frightened, and they’re immune to psychic damage. At a minimum, they’re resistant to physical damage from nonmagical weapons (androsphinxes are fully immune). They can fly, at a speed greater than their normal movement. Their claw attacks are magical, and they get two per action. They have three legendary actions, which they take on other creatures’ turns: a single claw attack, teleportation and casting one spell. (Since this last costs three actions, they’ll use it only in case of dire emergency.) They have the Inscrutable feature, an ability primarily applicable to social interaction, which shields them from mind-reading. And they have a repertoire of spells they can cast at high levels. Continue reading Sphinx Tactics
Yesterday I looked at the lesser devils. Today I’ll look at the greater devils: horned devils, erinyes, ice devils and pit fiends. (The fifth-edition Monster Manual doesn’t include stat blocks for archdevils.)
Like the lesser devils, all the greater devils have certain features in common. They have darkvision out to 120 feet and the Devil’s Sight feature, indicating a preference for operating in darkness. They’re immune to fire and poison and resistant to cold (except ice devils, which are immune to cold as well), magical effects, and physical damage from normal, unsilvered weapons. And they all tend toward a brute ability profile—high Strength and Constitution—indicating a preference for melee combat.
Finally, since it’s in the nature of devils to obey those with power over them, a devil fighting in the course of carrying out an assigned duty will never flee from combat, no matter how badly injured it is. Continue reading Devil Tactics: Greater Devils
Today I wrap up my look at genies with the dao, which I include only for completeness’ sake, because—let’s be frank—it’s not all that interesting a monster, unless you’re running a thematic campaign on the Elemental Plane of Earth. Like the marid, it seems to exist only because someone thought the existence in myth of air and fire genies meant there had to be water and earth genies too. It doesn’t even appear to have a source in Arabic folklore. And its afterthought nature shows in its abilities.
Dao are straight-up brutes, lacking the cleverness of their cousins, although they still have above-average Intelligence, Wisdom and Charisma by humanoid standards. They do have proficiency in Intelligence, Wisdom and Charisma saving throws, and their Constitution is extraordinarily high, but they’re susceptible to spells that require Dexterity saves, which spellcasters can exploit.
Dao can attack unarmed or with a maul; the latter does greater damage and allows them to knock targets prone, so it’s clearly the preferred option. They have no special attack related to their element, only the Sure-Footed feature, which gives them advantage on saving throws against being knocked prone themselves. Continue reading Dao Tactics