Dhergoloths are the riot cops of Gehenna, fiends with a unique knack for mowing down mobs. Creatures of instinct, they show little independent judgment and no flexibility; if you start them up, they never stop.
Their exceptional Strength and Constitution stand out among their other, very unexceptional ability scores. They’re brutes, and they wouldn’t make ranged attacks even if they had any ability to do so. Their bodies are organic riot gear, resistant to physical damage from nonmagical weapons, cold, fire and lightning, and fully immune to acid and poison. They have 60 feet of darkvision and 60 feet of blindsight (I’m not sure why they have darkvision when they also have blindsight with the same range, which obviates the need for darkvision), which, as we’ll see, is key to their approach to combat.
Dhergoloths can cast darkness and fear at will. Darkness is often a problematic spell: since it thwarts darkvision, a character or creature that casts it inconveniences itself as well as its opponents, unless it has blindsight. But dhergoloths do have blindsight, so darkness works well for them indeed. Fear can also be problematic if you want to kill your foes rather than simply make them go away, and this is as true for dhergoloths as it is for most creatures. Given that both fear and darkness require concentration, and thus can’t be used at the same time, darkness is nearly always the better choice—and dhergoloths don’t have the Intelligence to recognize situational exceptions. They’ll cast fear only if ordered to, and not always then. Continue reading Yugoloth Tactics: Dhergoloths
Elemental myrmidons are categorized as elementals, but they also have something of the construct about them, since their essences are summoned into suits of plate armor and armed with weapons of indisputable solidity, and since they follow their summoners’ commands without free will.
More intelligent than ordinary elementals—and far more intelligent than elder elementals—elemental myrmidons have sufficient cognitive candlepower to understand and respond to what’s going on in a battle, if not to assess opponents’ weaknesses or devise clever plans. Each has one outstanding physical attribute: Dexterity in the case of the fire elemental myrmidon, Strength in the other three. Their Wisdom and Charisma are average.
Elemental myrmidons all wear plate armor and have resistance to physical damage from nonmagical attacks. They’re immune to poison damage and can’t be paralyzed, petrified, poisoned or proned. Their weapon attacks are magical, they have darkvision (as with the elder elementals, I construe this as indicating more an indifference to lighting conditions than an actual preference for dim light or darkness), and each of them has a single potent, slow-to-recharge special melee attack in addition to a melee Multiattack.
None of the four types of elemental myrmidon has a ranged attack. Even if they’re not brutes per se—and except for the earth elemental myrmidon, none of them is—they’re equipped only for melee combat, so the only tactical decisions for them to make are whom to target and when to use their special attacks. Continue reading Elemental Myrmidon Tactics
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
In the Feywild, creatures spring into existence that are the manifestations of the feelings of mortals. In the Shadowfell, this happens, too, but only for the really bad feelings. These creatures are the sorrowsworn.
The intriguing thing about the sorrowsworn is that they literally feed off negative emotions. Doing violence to the Angry, for instance, makes its attacks more effective, while refusing to do violence to it reduces its effectiveness.
All sorrowsworn have 60 feet of darkvision—good for the gloom of the Shadowfell—and are resistant to physical damage from any type of weapon, not just nonmagical weapons, while out of bright light. Continue reading Sorrowsworn 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