Beholders Revisited

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

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

Demon Tactics: Type 4, 5 and 6 Demons

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

Dragon Tactics, Part 1

The Monster Manual’s section on dragons is one of the longest in the book and, at first glance, one of the most complicated. But unlike, say, demons, which are all over the place in terms of what they can do, dragons are easy to work with, because they all follow the same pattern. I’ll begin today with the “chromatic” (evil) dragons, then continue with the “metallic” (good) dragons tomorrow.

First, there are certain things that all dragons have in common. They all fly, at twice their land movement speed, and all have one additional movement ability, depending on their color. They all have high Strength and Constitution. They all have bonuses on the “big three” saving throws (Dexterity, Constitution and Wisdom), plus Charisma. They all have proficiency in Perception and Stealth. They all have blindsight and darkvision, suiting their subterranean dwelling preferences. They all begin as uncomplicated “wyrmlings,” then gain abilities and features as they age and grow. And they all have breath weapons.

This last feature is dragons’ defining characteristic. Every dragon, even a wyrmling, has a breath weapon, with effects depending on the dragon’s color. The breath weapon does powerful damage over a cone-shaped area of effect. Because of its power, it has to recharge: At the start of each of its turns, roll a d6 for the dragon. If you roll a 5 or a 6, it has access to its breath weapon again. On average, this means the dragon will get to use its breath weapon once every three turns. But dice are fickle. My players recently fought a dragon that got to use its breath weapon three rounds in a row because the dice happened to fall that way. (They beat it anyway, very cleverly, I’m happy to say.)

Taking high Strength and Constitution as indicative of a “brute” profile, a tough creature with a strong preference for toe-to-toe fighting, most dragons are brutes, even at the wyrmling stage. Of the chromatic dragons, only black and green wyrmlings lack the Constitution to take on any comer in melee. These, despite their Strength, may prefer simply to use their Stealth to avoid combat unless they’re attacked. Dragons of every other color and age won’t hesitate to get directly up in your grille. Continue reading Dragon Tactics, Part 1

Beholder Tactics

Our current Dungeons and Dragons group got together after one of my wife’s coworkers cattily referred to a client as “someone who looks like he’d play Dungeons and Dragons in his mom’s basement,” and another of them retorted, “I would totally play Dungeons and Dragons.” He ended up being the host of our weekly sessions.

Why do I mention this? Because the beholder is such an iconic D&D monster that our host—who knew hardly anything about the game before we began playing—told me near the beginning of our campaign, “All I want is to run into an ‘eye of the beholder,’ and I’ll be happy.”

The beholder is an aberration—a magically summoned creature of extraplanar origin—with a hateful, avaricious and territorial temperament. It has little purpose in life beyond guarding its chosen turf. Though not strong, it has powerful mental abilities along with a high Dexterity and very high Constitution, protecting it against all of the “big three” types of saving throws. As you’d expect from a floating blob with a giant central eye, its Perception skill is through the roof; it also has darkvision out to 120 feet. It has an innate ability to hover, so it can never be knocked prone.

At melee range, it has a bite attack, but the beholder’s trump card is its Eye Rays, which emanate from the many smaller eyes at the end of stalks extending from its body. These rays have a range of 120 feet, enough to keep trespassers at a distance for two to five combat rounds. It can also project an Antimagic Cone from its central eye, but this ability is problematic, as we’ll see in a moment.

Finally, a beholder in its lair has access to three lair actions: slippery slime on the floor, grasping appendages flailing from the walls and random beholder eyes appearing on nearby surfaces. And a beholder encounter almost always happens in its lair.

The beholder is aggressive, malicious and antisocial, so when trespassers appear, it’s not going to indulge any attempt to negotiate passage—it’s going to attack immediately.

Continue reading Beholder Tactics