Wood woads are lawful neutral living plants, basically meaning, don’t start none, won’t be none. The only way you’re going to get in a fight with one is either to trespass on the territory it guards and initiate ruckus, or to attack it outright. Otherwise, they’re likely to remain indifferent to your presence. Not friendly—indifferent.
Wood woads are tough. They have 10 hit dice, exceptionally high Strength and Constitution, and a two-swing Multiattack with a Magic Club that does considerable whomp damage. However, they also have proficiency in Perception and Stealth—and advantage on Stealth checks in “terrain with ample obscuring plant life,” i.e., any kind of forest, wild or cultivated, or even a tall-grass prairie—so they won’t run straight at you as soon as they see you. Instead, they’ll blend in quietly, waiting to attack until trespassers come within reach—or, if they need to put an immediate end to a disturbance, closing the distance with Tree Stride, then attacking. Thus, their first attack will always be an ambush, with unseen-attacker advantage.
However, this ambush won’t necessarily be an attack with intent to harm. They’re lawful neutral, not lawful evil. They have proficiency in Athletics as well, and in combat, that usually means grappling or shoving. If they’re not outnumbered, rather than try to pummel trespassers, they may simply try to bounce them: grapple them, carry them to the edge of their territory and dump them there. Or they might shove a trespasser into a pit or trap, but chances are, it won’t be they who’ll dig that pit or build that trap. Shoving is a tactic they’ll generally use only when they’re henchmen of something or somebody else—though a roaming wood woad, if antagonized, might choose to shove an enemy into a ravine, if one happened to be nearby. Continue reading Wood Woad Tactics
Sahuagin are fierce, amphibious fish-men that live underwater but emerge periodically to raid coastal settlements. Although the Monster Manual says they “dwell in the deepest trenches of the ocean,” that’s a bit far for even a creature with a 40-foot swimming speed. Those ocean trenches are as far from the coasts as the highest mountains are, and you don’t often hear about the yeti of the Himalayas spending an afternoon staging a raid on Kolkata, or the Tatzelwürmer of the Alps popping down to Genoa for some late-night ravaging. These are distances of hundreds of miles we’re talking about. So chances are, any sahuagin that player characters encounter are going to be denizens of shallower depths. Maybe they’re the border reivers of the ocean kingdom.
When they come ashore to raid, they do so at night, as implied by their 120 feet of darkvision. They can’t come far inland, since their Limited Amphibiousness gives them only four hours of air breathing before they have to return to the water. Unlike, say, merrows, sahuagin can move about on land as easily as any other humanoid.
In this environment, they’re basic brutes. Their Multiattack gives them one weapon or claw attack and one bite attack. Since their armor class doesn’t include a shield, we can presume that they wield their spears two-handed for the greater damage. Continue reading Sahuagin Tactics
“Are there unicorns in these woods? I want to see a unicorn!” Venture into any idyllic forested setting, and you’re sure to hear this request from one of your players.
Unicorns are elusive beasts—actually, not beasts, according to fifth-edition Dungeons and Dragons’ classification system, but celestials. They’re gentle, exuding a spirit of tranquility that extends to the other creatures that dwell in their vicinities, but also alert defenders of their domains. A unicorn may choose to reveal itself to a good-hearted creature, but any character who takes ill advantage of a unicorn’s good nature will be made to regret it.
I’m actually surprised and impressed by how formidable 5E unicorns are. I’d intended to draw on the suggestion I made in my earlier article on vampire tactics, about taking familiar monsters and giving them unexpected powers, and write a comical post about how unicorns could summon hordes of angry woodland creatures, disappear by running behind a tree and reappear behind another one, fire trebuchets, and rear up on their hind legs and deliver stunning roundhouse kicks like Chuck Norris. The incredible thing is, I don’t need to! Unicorns are pretty tough already. Continue reading Unicorn Tactics
Salamanders are the fiery analogue to water weirds, galeb duhrs and invisible stalkers, but they’re significantly more independent-minded, serving only efreets (and those only reluctantly and resentfully). They have a society of their own, on the Elemental Plane of Fire, and if they’re hanging out on the material plane, they’re probably doing so against their will.
As fighters, salamanders are shock troops. Their exceptional Strength is coupled with high Dexterity and Constitution (their Con is higher than their Dex, though not significantly so): they can engage in either toe-to-toe slugfests or hit-and-run attacks, but in general they’ll favor melee over ranged attacks, because they can do much more damage at close range.
Salamanders are immune to fire attacks, vulnerable to cold attacks and resistant to physical damage from nonmagical weapons. Thus, they’re more cautious around foes who wield magic weapons, as well as spellcasters who sling frost spells. Because of their choleric temperament, however, this caution is as likely to result in focused fire (pun intended) as in avoidance. Continue reading Salamander Tactics
Another monster classic, the roper is a dungeon predator/scavenger that nabs its prey by camouflaging itself as a stalagmite or stalactite. The latter is rarer, probably because in every instance I can recall, the roper has always been depicted pointy side up; perhaps dungeon masters never consciously consider that ropers can also adhere to cave ceilings.
Ropers have enormous, toothy maws and sticky tentacles that lash out and seize their prey. Although their exceptional Strength and Constitution and below-average Dexterity suggest a brute fighter, ropers are ambush attackers, using their fast and flexible tendrils to compensate for their lack of mobility (their speed is only 10 feet per round, whether crawling or climbing).
Despite their low Dexterity, ropers have double proficiency in Stealth, along with the False Appearance feature, which allows it to blend in perfectly with its surroundings. I understand this to mean that passive Perception—and even Searching—will never reveal a roper for what it is as long as it’s holding still. Its Stealth skill comes into play only if it’s moving. Thus, a stationary roper will always take its opponents by surprise, as long as its eye is closed and its tendrils retracted until it strikes. Continue reading Roper Tactics