My own campaigns have never been very fiend-heavy, so I haven’t delved much into the ranks of devils, but as I’m looking at the merregon for the first time, I’m impressed by the idea that the souls of soldiers who served evil spend eternity fighting for the forces of hell without faces, only permanent iron masks. I can imagine Nazi footsoldiers being condemned to this fate, and I find the image satisfying.
Merregons are brutes, with exceptional Strength and Constitution; their Wisdom is above-average, but their Intelligence is ape-level. They’re immune to fire and poison; resistant to cold, to magic and to physical damage from nonmagical, non-silvered weapons; and mute. They can’t be frightened or poisoned. The only language they understand is Infernal. They have 60 feet of darkvision, which isn’t overwhelmed by the darkness spell, as darkvision usually is.
With their double Halberd Multiattack, merregons make effective, straightforward footsoldiers. But their effectiveness is increased dramatically when they fight in the presence of another fiend of challenge rating 6 or greater—for instance, a bone devil, erinys, pit fiend or amnizu. The two Halberd attacks in the merregons’ Multiattack become three, and if they’re adjacent to their superior, they soak up attacks meant for it. Continue reading Devil Tactics: Merregons and Narzugons
Gonna do my best here with the drow arachnomancer, but please forgive me if I screw up, like, half a dozen different things. I’m operating with two levels of exhaustion, and I’m not even the one doing most of the work. My wife is a boss.
Arachnomancers are drow warlocks that can shapeshift into or out of a Large giant spider form as a bonus action and can continue to speak and cast spells in their spider form. Because they’re warlocks, unlike most monsters with spellcasting ability, they cast all their spells as if using a 5th-level spell slot, but they’re also limited to three leveled spells per encounter (not counting darkness, dominate monster, etherealness, eyebite, faerie fire and levitate, each of which they can cast once per day without spending a slot, and dancing lights, which they can cast at will). Concentration, of course, is going to govern which of these spells they can cast, so we’re going to look for sustained spells that synergize with multiple instantaneous spells.
Also, since these are warlocks we’re talking about, we want to find out what works well with eldritch blast. Although it isn’t stated explicitly in the stat block, because the drow arachnomancer is a 16th-level spellcaster, eldritch blast fires three bolts per casting, for a total of 3d10 force damage. In terms of damage dealt, this can’t compete with either its humanoid-form Poisonous Touch attack or its spider-form Bite attack. However, based on its ability contour—extraordinary Intelligence, very high Dexterity and Charisma, merely above-average Constitution, average Strength—we can infer that the arachnomancer is a long-distance spellslinger that would much prefer to stay out of melee if it can. Thus, Poisonous Touch and Bite are primarily self-defense measures, secondarily shock attacks. Continue reading Drow Tactics: Arachnomancers
Don’t let the neotenic proportions in the illustration in Volo’s Guide to Monsters fool you: devourers are big and mean enough to pick you up and stuff you inside their own ribcages. Which they do. It’s a thing.
Fiends, though not technically demons, devourers seize humanoids and consume them body and soul, transforming them into undead creatures of power proportional to what they possessed in life.
Devourers have extraordinary Strength and Constitution; their Charisma is also very high, but they’re melee-oriented brutes first and foremost. With above-average Intelligence, they’re going to be fairly good at guessing who’s going to be susceptible to which of their abilities, though these guesses are by no means infallible. With 120 feet of darkvision, they’re not creatures you’re ever going to encounter in broad daylight—strictly at night, indoors and/or underground. (According to the flavor text, they aren’t even found on the material plane all that often.) Continue reading Devourer Tactics
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
To begin with, a mea culpa: In looking at the star spawn hulk in the previous post, I skipped over the Psychic Mirror feature. Mentally, I’d noted that it didn’t have any meaningful impact on the hulk’s own tactics—but having noted that to myself, I forgot to say so.
The thing is, Psychic Mirror doesn’t affect anything the hulk does, since the hulk already has another incentive to stand in the midst of its enemies, in the form of Reaping Arms. But Psychic Mirror can affect the behavior of other monsters fighting alongside the hulk. And when you get right down to it, “Psychic Mirror” is an inaccurate name: it should be “Psychic Amplifier,” because for every x points of psychic damage the hulk would take, every creature within 10 feet of it takes x points.
As an example, one commenter mentioned mind flayers, with their Mind Blast action. Suppose an attacking mind flayer blasts five player characters along with a star spawn hulk. First, each of the five player characters makes an Intelligence saving throw. On average, a PC will take 22 points of psychic damage on a failure, 11 on a success. But then the hulk makes its own saving throw, and its Intelligence is a wretched 7, so it has only a 20 percent chance of success—it’s going to fail, and take full damage, four times out of five. But it’s not the one who takes that damage! That damage is passed along to each PC within 10 feet of it—the full amount, even if a PC made his or her own saving throw! Continue reading Star Spawn Tactics, Part 2