Today’s post is as much for players as it is for Dungeon Masters, because creatures summoned by conjure animals are as often found fighting alongside player characters as against them. And, in fact, the tactics relating to conjured creatures are player tactics as much as they are creature tactics, if not more so.
Conjure animals—along with the closely related spells conjure woodland beings and conjure minor elementals—is sometimes referred to as a “broken” spell. It’s not necessarily that the spell is excessively powerful; in fact, as we’ll see, it comes with a built-in hitch that can have just the opposite effect. Rather, it’s the fact that this hitch encourages casters to summon as many creatures as possible, causing combat to bog down badly—over and over and over again. So one of the things I’ll talk about is how to keep this from happening.
It behooves any player whose PC learns conjure animals (or conjure woodland beings or conjure minor elementals) to read the spell description very closely, because it doesn’t necessarily do what you think it does. Unlike, say, find familiar, these spells don’t give you the privilege of choosing what kind of creature shows up. They don’t even let you dictate how powerful the summoned creature(s) will be. The only thing you’re assured of is how many creatures show up. Continue reading Conjured Creature Tactics
Moar duergar! The duergar mind master is the last of the CR 2 duergar, the one with the ability contour of a spellcaster but no actual spells. What it does have is Mind Mastery, a feature with a 60-foot range which requires an Intelligence saving throw to resist. More to the point, it targets one creature within 60 feet and requires a DC 12 Intelligence save to resist.
This feature, frankly, is terrible. Even a level 1 PC who’s dumped Intelligence still has a 40 percent chance of succeeding on this saving throw. It’s a straight-up waste of an action in any circumstance save one: as part of an ambush. In this instance, a hidden mind master can use Mind Mastery against a target without giving away its position or even its presence if it fails, since Mind Mastery is technically neither an attack nor a spell. If it succeeds, it gets to force an opponent to sucker-punch one of their own allies—or, depending on the local terrain, walk directly into a chasm or a river of lava or something. With Intelligence 15, a mind master is smart enough to know not to bother using this feature in open combat.
So forget treating it as a spellcaster; we’ll pretend that its Intelligence is nothing special after all and it’s just another shock trooper, using Dexterity for offense as well as defense. Continue reading Duergar Tactics: Mordenkainen’s Duergar, Part 2
The central question in running duergar—which otherwise are simple and straightforward brute fighters—is when to use Enlarge and when to use Invisibility, the complication being that Enlarge both breaks invisibility and takes an action to execute, preventing a duergar from attacking on the same turn. Thus, any additional damage it deals from being Enlarged has to make up for the round in which it deals no damage at all. As I note in an earlier post, the break-even point for ordinary duergar is in the third round of combat. Over just one or two rounds, Enlarging doesn’t add enough damage to make up for the lost round. Over four or more, it offers a clear advantage. Thus, the more likely a fight is to drag out—in other words, the more evenly matched the two sides—the greater the benefit of Enlarge. Invisibility, meanwhile, is really useful only for either ambush or flight, since it’s a once-per-combat feature that’s disrupted by attacking, casting a spell or Enlarging.
Interestingly, not all the duergar in Mordenkainen’s Tome of Foes possess Enlarge and Invisibility. In fact, only four of the seven duergar variants in Mordenkainen’s have these two features, and one of them has Invisibility on a 4–6 recharge, resulting in a big increase in the breadth of its usefulness. Also, while most of the variant duergar are also brutes, one is a quasi-spellcaster (it has no spells to cast, but it does have an Intelligence-based long-distance offensive ability), and one is a shock trooper. Finally, alongside those seven variants, there are two profiles of constructs that duergar employ. As I go through the various stat blocks, I’m going to focus primarily on how these variants differ from run-of-the-mill duergar. Continue reading Duergar Tactics: Mordenkainen’s Duergar, Part 1
Kruthiks are a refreshing change of pace: a straight-up monster that just wants to eat, have babies and otherwise be left alone. They come in various sizes, but all of them have in common a high armor class, burrowing and climbing movement, darkvision, tremorsense, and the features Keen Smell, Pack Tactics and Tunneler.
Ordinary young and adult kruthiks have a balanced ability contour favoring Dexterity. This would normally indicate a bias toward ranged combat, but young kruthiks lack a ranged attack, and in adult kruthiks, the bias is slight, almost insignificant. Thus, they don’t fit neatly into any one single combat profile. On the other hand, their Intelligence isn’t high enough to indicate tactical flexibility. I’m going to interpret this to mean that they may start combat in any number of ways—brute melee fighting, ranged sniping, scrappy skirmishing, hard-and-fast shock attacks—but whichever of these they choose, they generally don’t deviate from.
Because their ability contours offer so few clues about their fighting styles, the importance of their burrowing and climbing movement and their Pack Tactics and Tunneler features is magnified. Young kruthiks are disinclined to fight enemies they don’t outnumber—at least 3 to 1. Adult kruthiks don’t necessarily have to outnumber their enemies, but they’ll never fight in a group of fewer than three, and four or five is a more typical squad size. Since young kruthiks have only melee attacks, they have to swarm their enemies; adult kruthiks can combine melee Stab attacks with ranged Spike attacks (akin to a porcupine throwing its quills) and gain the benefit of Pack Tactics as long as least one of them is engaged in melee with a foe. Continue reading Kruthik Tactics
Recently, I was asked by a reader to look at ogre tactics. There’s a reason why I haven’t touched on ogres before now, and that’s that ogres basically have no tactics. They’re dumb, simple brutes. With many monsters, simply throwing them at player characters and having them go “Rrrraaaahhhh, stab stab stab” (or in this case, “bash bash bash”) falls far short of what those monsters are capable of at their best. With ogres, at least ordinary ones, it’s all they’re capable of.
But Mordenkainen’s Tome of Foes includes several ogre variants that are, in fact, worth examining. What you have to remember, though, is that these ogres are never going to appear on their own, nor solely in the company of other ogres. These are semi-domesticated ogres used by other species as trained warbeasts. They use their special features only when commanded to. Thus, it’s the Intelligence of the trainer, not of the ogre, that influences how effectively they’re used.
In the stat block of the basic ogre, there are only two details that a dungeon master not accustomed to tactical thinking might overlook (by now, they should be obvious to any regular reader of this blog). Continue reading Ogre Tactics