Pacts formed with supernatural patrons tend not to have escape clauses, and the penalties for breaking them can be unpleasant. Did you make a pact with an archfiend to do its bidding in exchange for occult powers and fail to live up to the terms? No “till death do us part” in this vow—that archfiend owns you after death, as well. You’re a deathlock, Harry! Free will? No longer an issue. You’re undead now, and your compulsion is to serve your patron—and to do a better job of it than you did when you were alive.
I got my first request to look at the deathlock a fairly long time ago, but just yesterday a reader noticed that it was finally coming up in the queue and asked: “The deathlock only gets two spell slots. What does it do afterward? [Player character] warlocks are built around recharging with a short rest every battle, but enemies rarely survive to return for a second battle, and with its pathetic stats, the only way it’s going to survive is by casting invisibility—and if it saves a spell slot for that, it’s down to one spell slot.”
Well, first of all, let’s look at whether the premises of this question are true. The deathlock’s ability contour peaks in Charisma and Dexterity, which is exactly what you’d expect of a spellslinger in general and a warlock in particular; its Intelligence is also above average. Its 36 average hit points (which you can nudge up, incidentally, if you feel like it needs more staying power) aren’t out of line for a challenge rating 4 foe. Plus, it has resistance to physical damage from nonmagical, non-silvered weapons, so unless you’re handing out magic items like candy, there’s a decent chance that your mid-level adventurers will do only half damage to it. (It’s also resistant to necrotic damage and immune to poison damage and the poisoned condition, but these are less significant.) Continue reading Deathlock Tactics
Canoloths are quadrupedal, weirdly doglike yugoloths whose function, like many other dogs, is to stand guard. They have expertise in Perception and Investigation, 120 feet of truesight, and immunity to surprise (unless they happen to be incapacitated), and their very presence suppresses teleportation out to a radius of 60 feet. Good luck sneaking up on these beasties.
They have exceptional Strength, Constitution and Wisdom, but their Wisdom influences only their senses, not their combat abilities; they’re not spellcasters. Really, therefore, they’re just brutes that happen to have exceptionally high Perception—and, perhaps, a particular knack for knowing how much threat an enemy or group of enemies poses. However, with their low Intelligence, they can’t do much with this information—it’s not going to have a meaningful effect on how they act.
Normally, the modus operandi of a brute is to charge and engage. But if it were so easy to entice a fairly stupid guard fiend away from whatever it was guarding, it wouldn’t be much of a guard. Thus, rather than leave its post to charge intruders, a canoloth lashes out at them with a spiky, prehensile tongue—with a 30-foot reach!—and yanks them into melee range. Continue reading Yugoloth Tactics: Canoloths
Fomorians are yet another manifestation of the “evil ≡ ugly” essentialist trope, which I wish would go away. Once a noble and beautiful strain of giantkind, they were cursed with a warped and hideous appearance for their hubristic crimes against the Feywild. Not only was their pulchritude taken from them, they lost their intellectual brilliance as well: the average fomorian has an Intelligence of only 9.
Extremely strong and tough brutes, with a hefty reservoir of hit points, fomorians barrel directly into the fray. Their Evil Eye feature works out to a range of 60 feet, but they use it from the midst of melee. Long-range darkvision suggests that they dwell in darkness—either underground, where they’re most commonly found, or in the densest and gloomiest of forests—and don’t attack when there’s a bright light source present.
Their low Intelligence and high Wisdom are an interesting juxtaposition. By my reckoning, Intelligence represents logical assessment, while Wisdom represents judgment as well as perception. Fomorians’ situational awareness is a mixed bag: They’re pretty good at assessing whether or not a fight is winnable, and they refrain from engaging when it’s not, but they lack tactical breadth and target selection savvy. Once they’ve committed to a fight, their behavior is relatively simple, and their decisions arbitrary. Continue reading Fomorian Tactics
For some reason I thought I recalled the cloaker from the original Advanced Dungeons and Dragons Monster Manual, but I must have gotten it confused with the lurker, because according to the cloaker’s Wikipedia biography, its first appearance in a core book was in the second-edition Monstrous Compendium, in which it was (hilariously) described as “impossible to distinguish from a common black cloak.” Fashion mimic! Wisely, later editions have depicted it in more evolutionarily plausible terms, although it’s still categorized as an aberration rather than a monstrosity.
Cloakers have exceptionally high Strength and high Dexterity but merely above-average Constitution, a rare contour that I generally associate with shock attacks; combined with their proficiency in Stealth and their False Appearance feature, this contour indicates an ambush predator that seeks to take down its prey in a single strike, if possible. A fight that lasts more than a couple of rounds won’t be to a cloaker’s liking.
Their Intelligence and Wisdom are above-average, but not unusually so, so while they’re selective about their targets, their judgment may sometimes be off. (And then there’s that strangely high Charisma. What’s that for? Resistance to banishment? I have no good explanation.) They have 60 feet of darkvision and Light Sensitivity and speak Deep Speech and Undercommon, so obviously, they’re subterranean dwellers that have little or no reason to venture aboveground. Continue reading Cloaker 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