The first thing that leaps out at me about orthons—described in Mordenkainen’s Tome of Foes as “infernal bounty hunters”—is that they’re proficient in all of the “big three” saving throws: Dexterity, Constitution and Wisdom. I run across monsters with two of these three saving throw proficiencies fairly often, especially when looking at monsters with higher challenge ratings, but I’m not sure when I last saw a monster with all three of them. Put these together with Magic Resistance, and the takeaway is that orthons are utterly unafraid of spellcasters. They don’t even go out of their way to take spellcasters out quickly. They’re indifferent to them, which, if anything, is scarier.
Orthons are called into play when an archdevil wants an enemy dealt with, dead or alive. They’re brutes, with extraordinary Strength and Constitution, but their Dexterity and mental abilities are far from shabby. They’re expert in Perception, Stealth and Survival—consummate ambush attackers. They’re immune to fire and poison, can’t be charmed, never tire, and are resistant to cold and to physical damage from nonmagical, nonsilvered weapons.
They have 120 feet of darkvision and 30 feet of truesight, so they prefer strongly to attack at night or in a darkened location. But even in daylight, they have the Invisibility Field feature, which lets them turn invisible as a bonus action! An orthon will always use this feature before launching an attack in anything less than total darkness—and even in darkness, if its target has darkvision. Thus, it will always make its first attack with unseen-attacker advantage. Continue reading Orthon 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
Yesterday I looked at the lesser devils. Today I’ll look at the greater devils: horned devils, erinyes, ice devils and pit fiends. (The fifth-edition Monster Manual doesn’t include stat blocks for archdevils.)
Like the lesser devils, all the greater devils have certain features in common. They have darkvision out to 120 feet and the Devil’s Sight feature, indicating a preference for operating in darkness. They’re immune to fire and poison and resistant to cold (except ice devils, which are immune to cold as well), magical effects, and physical damage from normal, unsilvered weapons. And they all tend toward a brute ability profile—high Strength and Constitution—indicating a preference for melee combat.
Finally, since it’s in the nature of devils to obey those with power over them, a devil fighting in the course of carrying out an assigned duty will never flee from combat, no matter how badly injured it is. Continue reading Devil Tactics: Greater Devils
So far, I’ve steered clear of what fifth-edition Dungeons and Dragons categories as “fiends,” and now it’s finally time to dive in. Most fiends fall into one of three groups, depending on their alignments: Devils, belonging to the infernal hierarchy of the Nine Hells, are lawful evil. Demons, inhabitants of the tumultuous Abyss, are chaotic evil. And yugoloths, whose name comes from a Slavic phrase meaning “southern loths,” are what AD&D referred to as “daemons”: neutral evil fiends from the gray waste of Hades. Or Gehenna. Or the “Blood Rift.” Or all the evil Outer Planes. The publishers of D&D can’t seem to make up their minds.
I’ll begin with devils, the embodiment of tyranny and ruthlessness. The driving motivation of a devil is to dominate. In the hierarchy of the Nine Hells, authority is absolute, rules are binding, and obedience is imperative—but within those rules, every devil seeks to maximize its advantage, elevate its position and increase its power over others. Every devil’s bargain looks fair, but no devil will ever accept an agreement that is fair. Agreements between devils, or between a devil and another creature, always contain exploitable loopholes that a devil can use to ensnare the sap foolish enough to accept its terms.
Generally speaking, devils stick to the Nine Hells and their own infernal rat race. Devils encountered on the material plane where the player characters live their lives are there for one of two reasons: either they’ve been summoned magically by some idiot who thinks he or she can benefit from dealing with them, or they’re working to advance the interests of a higher-level devil. Continue reading Devil Tactics: Lesser Devils