Maurezhi, according to Mordenkainen’s Tome of Foes, are demons formed from the corrupted souls of elves to lead packs of ghouls and ghasts. The connection to elves is interesting, because as I note in my article on ghoul and ghast tactics, whether or not their claw attacks have an effect on elves is a key feature distinguishing ghouls from ghasts. (Ghouls’ claw attacks have no paralyzing effect on elves; ghasts’ claw attacks do.)
Upon consuming the corpse of a humanoid it’s slain, a maurezhi has a brief window of opportunity during which it assumes his or her appearance and can convincingly pass as that person, with the help of its proficiency in the Deception skill. Almost immediately, however, this body begins to rot away, and after just a day, something is clearly not right; by a few days later, the maurezhi sheds it, like a skin it’s outgrown. The ideal maurezhi encounter therefore takes place very soon after it’s assumed a new appearance, and any delay is going to have an effect on its strategy.
Maurezhi have high Charisma, but this doesn’t figure into any of their attacks, only their deception skill. Combat-wise, they’re shock attackers, with exceptional Dexterity that functions as their primary ability for both defense and offense. Since ghouls and ghasts are also shock attackers, and since maurezhi will typically be encountered leading packs of them, there should be enough baddies to go around for an entire group of protagonists; the ghouls and ghasts go straight for the ones they want to eat, while the maurezhi zeroes in on any other opponent who might present an obstacle to that and tries to take him or her out in a round or two. Continue reading Demon Tactics: Maurezhi and Dybbuks
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
A reader asked me to look into the shoosuva, and I just now notice that it shares an entry in Volo’s Guide to Monsters with the babau and the maw demon, so congrats, readers, today you get three for the price of one.
Shoosuvas, creations of the demon lord Yeenoghu, are fiends that function sort of like a ranger’s beast companion, except for gnolls that have distinguished themselves in battle with exceptional ferocity. They’re big and brutish, with exceptional Strength and Constitution and high Wisdom, indicating some shrewdness in target selection. They hold the rare distinction of being proficient in all of the “big three” saving throws: Dexterity, Constitution ahnd Wisdom. They’re immune to poison, can’t be charmed or frightened, and are resistant to cold, fire, lightning and physical damage from mundane weapons. Although their low Intelligence indicates a lack of adaptability and a reliance on instinctive behavior, they can speak, both normally (in Abyssal and Gnoll) and telepathically. A chaotic evil monster that can speak is a monster that taunts. Going up against one of these should terrify your players.
The shoosuva’s basic attack is a bite–tail stinger combo. The bite is a straightforward melee attack, but one that does unbelievable damage—like being bitten by a mouthful of glaives. The tail stinger does base damage more in line with what you’d expect from a Large creature, but it also delivers a venom that paralyzes targets who fail their saving throws, and it has a reach of 15 feet, allowing it to strike a second enemy farther away. Continue reading Demon Tactics: Shoosuvas, Maw Demons and Babaus
Today, by reader request, I take a look at ettins, a species of two-headed subgiants distantly related to orcs. There’s not a lot here to look at, though. Ettins are fundamentally a “Rrrraaaahhhh, bash bash bash” monster without any sophistication or subtlety. Clumsy brutes with extraordinary strength, exceptional Constitution and not much Dexterity or Intelligence, they rely on tank-like durability and crushing force to confront enemies head-on.
The one thing that makes an ettin interesting as an enemy is that it’s difficult to surprise. Thanks to its Wakeful feature, you can never catch an ettin napping: while one of its heads sleeps, the other remains alert. Plus, ettins have expertise in Perception and advantage on Perception checks, along with 60 feet of darkvision. Even in the dead of night, an ettin’s got a good shot at spotting you. For this reason, orcs and other, cleverer beings may employ ettins as sentries. Continue reading Ettin Tactics
Neogi have the bodies of spiders, the heads of some kind of sharp-toothed worm-thing and the hyper-hierarchical worldview of an 18th-century aristocrat. Nearly all their relations—with other species and with one another—revolve around power. Anything other than deference to the powerful and domination of the powerless is foreign to their way of thinking.
However, neogi are physically weak: their power comes from their psychic abilities. In terms of their ability scores, a neogi’s high Dexterity and Constitution, combined with its low Strength, indicates a preference for skirmishing and for outnumbering opponents. But neogi of equal status will cooperate only under the command of a higher-status neogi; a lone neogi must fend for itself, and will strive to avoid any engagement in which it doesn’t have a clear advantage.
Neogi have darkvision (the standard 60 feet) and proficiency in Perception, so it’s to their advantage to engage either at night or underground. They also have proficiency in Intimidation; this plus their above-average Wisdom suggests that when they’re outmatched, they’ll try to bluff and bluster their way out of having to fight. Continue reading Neogi Tactics