Yugoloth Tactics

Finally, as promised! In Advanced Dungeons and Dragons, the neutral evil analogues to lawful evil devils and chaotic evil demons were daemons, but since midway through second-edition D&D—perhaps to avoid confusion with demons, or perhaps to avoid confusing Philip Pullman fans—they’ve been called “yugoloths.” Yugoloths are neither as obedient as devils nor as recalcitrant as demons: they have a mercenary mind-set, and in fact are often used as mercenary warriors by archdevils and demon lords, according to the Monster Manual flavor text.

There’s little reason for a yugoloth to be encountered in any other context, and therefore little likelihood that player characters will run into one on their home material plane. But I can imagine a scenario in which an evil ruler asks a court wizard to summon a yugoloth for aid in battle against a rival, figuring that it might be easier to control than a demon and less likely to demand something unacceptable in return than a devil.

There are four types of yugoloth listed in the MM. From weakest to strongest, they’re the mezzoloth, the nycaloth, the arcanaloth and the ultroloth. (Given this naming pattern, I’m not sure why they’re called “yugoloths” instead of just “loths.” The “yugo-” prefix is never explained.) However, even mezzoloths have a challenge rating of 5. These are not opponents for low-level adventurers. Continue reading Yugoloth Tactics

Devil Tactics: Greater Devils

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

NPC Tactics: Archmages

The mage was complicated; the archmage, even more so. Strap in.

As with the mage, the archmage’s ability scores imply an aversion to melee combat, a strong self-preservation impulse, and a strategically and tactically savvy view of the battlefield. We can also determine, by reading between the lines, that the archmage is a wizard of the abjuration school, because Magic Resistance is a feature that abjuration wizards obtain at level 14. Mechanically, that doesn’t mean much, since Magic Resistance is the only abjuration feature the Monster Manual gives the archmage; still, this inference adds a dash of flavor to our archmage’s personality. Abjuration is the magic of prevention. All other things being equal, the archmage’s primary impulse is to shut you down.

The mage’s spells topped out at 5th level, but the archmage’s go all the way up to 9th, with only one slot each of the top four levels. I assume this was to simplify an already extremely complicated and powerful enemy. What it means for us is that those four slots are reserved exclusively for the archmage’s four highest-level spells: time stop, mind blank, teleport and globe of invulnerability. And mind blank, according to the MM, is pre-cast before combat begins—along with mage armor and stoneskin—so that slot isn’t even available. (How does the archmage know to combat is about to begin? Dude, 20 Intelligence. “Nolwenn an Gwrach, Supra-genius!”)

Continue reading NPC Tactics: Archmages