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
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
I’ve been asked to take a look at mephits, wicked little critters that maliciously embody the para-elements of dust, ice, magma, mud, smoke and steam. The Monster Manual characterizes them as “tricksters,” but every one of them is of neutral evil, not chaotic, alignment, so their “trickery” is of a decidedly baleful sort. I don’t see any reason why they shouldn’t behave as evolved creatures with respect to their self-preservation instinct, but if survival is their No. 1 priority, causing gratuitous harm and annoyance to others is No. 2.
Mephits aren’t tough—half of them are CR 1/4, and the other half are CR 1/2. All of them have low Strength, all of them can fly, and all of them have darkvision (meaning they either live underground or are active primarily at night) and the Death Burst feature, which does something when they’re killed, although that something depends on the type of mephit. And they all have a simple melee attack, along with a breath weapon that has only a 1 in 6 chance to recharge, so in all likelihood, they’ll get to use it only once. Most (but not all) of them are proficient in Stealth, suggesting that they like to ambush their victims, and their low Strength suggests that they’ll usually be encountered in decent-size groups; a lone mephit wouldn’t dare pick a fight with more than a couple of enemies at once.
Beyond that, though, every type of mephit is a little bit different, and there’s nothing for it but to look at each type individually. Continue reading Mephit Tactics
Today I wrap up my look at genies with the dao, which I include only for completeness’ sake, because—let’s be frank—it’s not all that interesting a monster, unless you’re running a thematic campaign on the Elemental Plane of Earth. Like the marid, it seems to exist only because someone thought the existence in myth of air and fire genies meant there had to be water and earth genies too. It doesn’t even appear to have a source in Arabic folklore. And its afterthought nature shows in its abilities.
Dao are straight-up brutes, lacking the cleverness of their cousins, although they still have above-average Intelligence, Wisdom and Charisma by humanoid standards. They do have proficiency in Intelligence, Wisdom and Charisma saving throws, and their Constitution is extraordinarily high, but they’re susceptible to spells that require Dexterity saves, which spellcasters can exploit.
Dao can attack unarmed or with a maul; the latter does greater damage and allows them to knock targets prone, so it’s clearly the preferred option. They have no special attack related to their element, only the Sure-Footed feature, which gives them advantage on saving throws against being knocked prone themselves. Continue reading Dao Tactics
The “four elements” of air, earth, fire and water originated with the Greeks, but somewhere along the line, some Dungeons and Dragons writer must have read that jinn, in Arab myth, were supernatural beings of air and that efreets were supernatural beings of fire; decided that there had to be corresponding water and earth spirits, too; and shoehorned marids into the genies-of-water role, maybe because of the syllable mar-, which means “sea” in Latin. In Arabic, however, مارد mārid means “defiant” or “rebellious,” and it’s used to describe all sorts of troublemaking creatures, including not only certain genies but demons and giants as well.
The D&D marid, like its fiery cousin, the efreet, is a brute fighter with extraordinarily high Strength and Constitution but also extraordinarily high mental attributes. Like jinn, marids have proficiency in Dexterity, Wisdom and Charisma saving throws along with a Constitution high enough to make saving throws easily without proficiency, so they’ll have little to fear from spellcasters.
The marid’s equivalent of a jinni’s Create Whirlwind and an efreet’s Hurl Flame is Water Jet, a linear, guaranteed-damage attack that can push enemies away and knock them prone. Based on this feature’s 60-foot range, there’s not much reason to expect it to affect more than two creatures at once (based on the “Targets in Areas of Effect” table on page 249 of the Dungeon Master’s Guide), and since the marid can always position itself to line up any two opponents in its sights, is there any reason for it not to use this feature again and again? Continue reading Marid Tactics