Demon Tactics: Sibriexes

Sibriexes are fiends—demons, to be specific—but there’s also something distinctly aberration-like about them. Partly, it’s their Lovecraftian body-horror appearance; partly, the fact that they move only by floating; and partly, the fact that their mere presence is toxic to living things.

Their ability contour is bizarre: extraordinary Constitution and mental abilities alongside merely average Strength and almost nonexistent Dexterity. From this we can conclude that they’re heavily dependent on magic and make no effort to avoid attacks—“psychic brutes,” if you will. We’ve seen this before in one other monster: the githzerai. Githzerai, however, are highly mobile. The sibriex is a slow-moving juggernaut.

Despite their extraordinary Wisdom and Charisma, sibriexes don’t have much reason to stay and chat, nor do they have proficiency in any social skill that suggests what kind of conversation they might engage in. Therefore, I’d say, a sibriex that weighs the odds and finds itself outmatched simply never bothers to engage. The upshot of this is that a sibriex encounter should always be Deadly (see “Encounter Difficulty,” Dungeon Master’s Guide, page 82); throw in a handful of minions if you need to. When it does engage, it uses its telepathy to tell the player characters what it’s going to do to them, in nasty, dripping detail. Continue reading Demon Tactics: Sibriexes

Orthon Tactics

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

Devil Tactics: Abishais

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

Demon Tactics: Shoosuvas, Maw Demons and Babaus

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

A Note on Unique Boss Monsters

Normally I like fulfilling readers’ requests, but I’ve gotten enough of one particular category of request that I feel like I need to discuss why it’s an exception.

Several readers now have asked me to analyze the dragon goddess Tiamat or the demon lords in Out of the Abyss, and I regret to say, I’m not going to do that—for a few reasons. Continue reading A Note on Unique Boss Monsters