Going solely by their extraordinary Strength and Constitution, it would be easy to lump all giants together as brute fighters. If we want encounters with giants to be more than boring bash-fests, we have to look for clues not just in their stat blocks but also in the Monster Manual flavor text.
Take the matter of rock throwing. Every race of giants has this ranged attack alongside its melee attack, and on average, it does more damage. Yet every race of giants also has a Strength much, much higher than its Dexterity, so based on the assumptions I’ve been using all along, they should consistently prefer engaging in melee to attacking from a distance. Also, giants’ Multiattacks apply only to their melee attacks, not to throwing rocks. So why include a ranged attack at all? Continue reading Giant Tactics
Neothelids are products of mind flayer reproduction gone awry. Mind flayers reproduce by hatching thousands of tadpoles and implanting as many as they can in the brains of living hosts. Unimplanted tadpoles must be killed, because if they’re left to their own devices, the tadpoles will grow out of control and dumbly devour every living thing around them, including other mind flayer tadpoles. As they feed and grow, their psionic power grows as well, but the intelligence needed to direct it—which normally comes from the host brain—doesn’t. You can see how this ends: not well.
Gargantuan, clumsily thrashing brutes, neothelids have extraordinary Strength and Constitution but below-average dexterity, subsentient Intelligence but high Wisdom (representing perception and survival instinct, nothing else). It has 120 feet of blindsight, suiting it to any environment but giving it the greatest advantage in subterranean places. It can also detect the presence of intelligent creatures up to a mile away, unless they’re masking their minds with magic.
The combination of high Wisdom and rock-bottom Intelligence indicates a sort of animal cunning, which isn’t the same as flexibility—the neothelid has none of that. Operating purely from instinct, it nevertheless can choose its moment to attack and avoid tangling with creatures of comparable or greater power. It can also detect—imperfectly—which of its prospective victims are weakest and go after them first. And if it’s seriously wounded (reduced to 130 hp or fewer), it will recognize the danger it’s in, break off fighting and Dash away. Continue reading Neothelid Tactics
Volo’s Guide to Monsters is thorough in its treatment of beholders, in terms of both tactics and flavor. It contains material on determining a beholder’s appearance and behavior, the layout and contents of its lair, and even where baby beholders come from (it’s suitably weird). Since this blog’s focus is on tactics, I’ll concentrate on that.
For the most part, everything I said in my original analysis of beholders stands, but there is one small, implied contradiction. Continue reading Beholders Revisited
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
We now return you to your regularly scheduled monsters. Today, the upper management of the demonic hierarchy: the type 4 nalfeshnee, the type 5 marilith, and the type 6 balor and goristro.
As mentioned before, demons can’t be killed on the prime material plane—or on any other except their home plane, the Abyss. Any demon killed elsewhere simply re-forms there. Therefore, demons fought on any other plane don’t fear death and won’t retreat or flee even when seriously injured. They inflict as much injury and damage as they can until they’re destroyed.
Also, all demons are (at a minimum) resistant to cold, fire and lightning damage and immune to poison, and at this level, they’re all immune to physical damage from normal weapons as well. Additionally, they have either darkvision or truesight, giving them advantage at night and underground. Continue reading Demon Tactics: Type 4, 5 and 6 Demons