The wyvern, a none-too-bright, beast-grade member of the dragon family, is in most respects a basic brute. But there’s a subtlety in its constellation of features that’s easy to overlook.
Wyverns have a basic “walking” speed of 20 feet per turn but a flying speed of 80 feet. With that kind of gap, there’s no reason for it to hold still and engage in stationary melee, as other high-Strength, high-Constitution brutes are happy to do. Wyverns are melee fighters, but they’re strafing melee fighters that never touch the ground if they can help it, nor do they remain within reach (and therefore engagement range) of their enemies.
In addition to their teeth and claws, wyverns have scorpioid venomous stingers in their tails, which can do massive poison damage on top of their typical-for-a-Large-creature piercing damage. That’s a no-brainer: A wyvern will always try to get at least one stinger attack in. But the wyvern’s Multiattack action offers the option of substituting a claw attack for either element of the basic bite/sting combo. Continue reading Wyvern Tactics
I’ve got Mordenkainen’s Tome of Foes in my hot little hands, and the first request I’ve gotten is for abishais, a kind of devil-dragon hybrid. It would be lovely if they followed a nice, regular pattern of features, as dragons do, but unfortunately, they’ve inherited their fiendish progenitors’ all-over-the-place-ness.
There are certain things all abishais have in common, though:
- Impressive natural armor, with ACs ranging from 15 up to 22.
- Brisk flying speeds.
- Above-average abilities across the board, with peaks varying according to type.
- Resistance to physical damage from nonmagical, non-silvered weapons, along with cold damage (except for white abishai, which are fully immune to cold).
- Immunity to fire and poison damage, along with the types corresponding to their draconic progenitors’ breath weapons (this means that red and green abishai don’t get an extra type), and immunity to being poisoned.
- Long-range darkvision and telepathy.
- Devil’s Sight (the ability to see through magical darkness), Magic Resistance and Magical Weapons.
- At least two attacks per Multiattack action, along with additional elemental damage when they claw or bite.
So here are a few things we can already infer about abishais in general: fearlessness toward most other beings; tactics built around aerial attacks (since opportunity attacks pose little threat to them); and a strong preference for operating underground, at night or in artificial darkness. Continue reading Devil Tactics: Abishais
In case your players are so jaded that they just shrug and say, “Whatevs,” when you throw a giant at them, Volo’s Guide to Monsters introduces a set of elite variations, one for each race of giants in the “ordning.” Curiously, however, most of them don’t offer any new tactical twists. Continue reading Elite Giant Tactics
Mea culpa. In my last post, I said I’d be looking next at “minor elementals.” However, of the three elemental creatures I’m looking at today—the water weird, the galeb duhr and the invisible stalker—the latter two are actually more powerful than pure elementals are, and none of them can be called with the conjure minor elementals spell.
You’ll note that one of the four classical elements, fire, is missing from this group. For some reason, the fifth-edition Monster Manual doesn’t offer a true igneous equivalent to these three creatures, all of which are specifically described as beings that can be summoned from their home elemental planes. The nearest equivalent—which technically can be summoned with conjure elemental, though this fact is mentioned nowhere in its flavor text—is the salamander. However, salamanders are neutral evil and, by their description, very much independent agents. Water weirds, galeb duhrs and invisible stalkers are neutral and (usually) compliant. Continue reading Water Weird, Galeb Duhr and Invisible Stalker Tactics
Volo’s Guide to Monsters includes an extended treatment of hags, and it heavily emphasizes lore: their scheming and manipulation, their names, their personalities, their use of odd mounts and vehicles and keeping of strange “pets,” their fondness for weird objects. But it also presents two much more powerful varieties, along with new information with the potential to alter hag tactics: lair actions and alternative coven spells.
Arch-hags, called “grandmothers,” gain access to powerful lair actions, and their lairs have regional effects. As with dragons and other powerful enemies, the regional effects are mostly for flavor, and those that do actual damage do so whether the resident hags are present or not. But the lair actions include a few curveballs.
All grandmother hags have access to two of these lair actions. One allows them to pass through solid walls, doors, ceilings and floors. The other allows them to open or close doors and/or windows at will, and a closed door or window may be magically locked against any attempt to force it open. If a battle is taking place in a hag’s lair, this can allow the hag to trap weaker enemies inside the lair—or in a single room within the lair. Or enemies chasing the hag through its lair may be cut off from one another by the sudden slamming of a door (giving the hag—and, by extension, the dungeon master—incentive to create lairs that are mazes of small rooms connected by doors). Or, if a battle is going poorly for the hag, it can make its escape by fleeing through a wall, possibly leaving its would-be pursuers locked inside. Continue reading Hags Revisited, Part 1