Duergar Tactics: Mordenkainen’s Duergar, Part 2

Moar duergar! The duergar mind master is the last of the CR 2 duergar, the one with the ability contour of a spellcaster but no actual spells. What it does have is Mind Mastery, a feature with a 60-foot range which requires an Intelligence saving throw to resist. More to the point, it targets one creature within 60 feet and requires a DC 12 Intelligence save to resist.

This feature, frankly, is terrible. Even a level 1 PC who’s dumped Intelligence still has a 40 percent chance of succeeding on this saving throw. It’s a straight-up waste of an action in any circumstance save one: as part of an ambush. In this instance, a hidden mind master can use Mind Mastery against a target without giving away its position or even its presence if it fails, since Mind Mastery is technically neither an attack nor a spell. If it succeeds, it gets to force an opponent to sucker-punch one of their own allies—or, depending on the local terrain, walk directly into a chasm or a river of lava or something. With Intelligence 15, a mind master is smart enough to know not to bother using this feature in open combat.

So forget treating it as a spellcaster; we’ll pretend that its Intelligence is nothing special after all and it’s just another shock trooper, using Dexterity for offense as well as defense. Continue reading Duergar Tactics: Mordenkainen’s Duergar, Part 2

Duergar Tactics: Mordenkainen’s Duergar, Part 1

The central question in running duergar—which otherwise are simple and straightforward brute fighters—is when to use Enlarge and when to use Invisibility, the complication being that Enlarge both breaks invisibility and takes an action to execute, preventing a duergar from attacking on the same turn. Thus, any additional damage it deals from being Enlarged has to make up for the round in which it deals no damage at all. As I note in an earlier post, the break-even point for ordinary duergar is in the third round of combat. Over just one or two rounds, Enlarging doesn’t add enough damage to make up for the lost round. Over four or more, it offers a clear advantage. Thus, the more likely a fight is to drag out—in other words, the more evenly matched the two sides—the greater the benefit of Enlarge. Invisibility, meanwhile, is really useful only for either ambush or flight, since it’s a once-per-combat feature that’s disrupted by attacking, casting a spell or Enlarging.

Interestingly, not all the duergar in Mordenkainen’s Tome of Foes possess Enlarge and Invisibility. In fact, only four of the seven duergar variants in Mordenkainen’s have these two features, and one of them has Invisibility on a 4–6 recharge, resulting in a big increase in the breadth of its usefulness. Also, while most of the variant duergar are also brutes, one is a quasi-spellcaster (it has no spells to cast, but it does have an Intelligence-based long-distance offensive ability), and one is a shock trooper. Finally, alongside those seven variants, there are two profiles of constructs that duergar employ. As I go through the various stat blocks, I’m going to focus primarily on how these variants differ from run-of-the-mill duergar. Continue reading Duergar Tactics: Mordenkainen’s Duergar, Part 1

Deep Scion Tactics

Holy heck. The entire month of May got away from me. Sorry about that, readers.

Anyway, today it’s back to business, with the deep scion from Volo’s Guide to Monsters. Technically a humanoid but giving off serious aberration vibes, the deep scion is the product of a pact with a great undersea power—one made under duress, at the point of drowning, so the terms aren’t nearly as favorable as those granted to warlocks. Not only transformed but brainwashed as well, the deep scion can take the form of its previous self, but it no longer considers its previous self to be its true self; that identity is lost.

Deep scions have two forms, “humanoid” and “hybrid.” The hybrid form is its “true” form, having humanoid torso, legs and arms but crustacean claws, tentacles (non-prehensile) emerging from its head and a mouth that DEAR GOD WHAT IS THAT THING? In its humanoid form, it moves at a humanoid-typical 30 feet on land and, like other landbound creatures, swims at only half that speed. In its hybrid form, its walking speed is 20 feet, but its swimming speed is 40 feet. If it can, a deep scion maximizes its movement by using its Shapechanger action in the middle of the turn in which it travels from land to water or vice versa, taking this action at the moment it reaches the shoreline. This way, even if it’s used its full walking movement to reach water, once it transforms, it still has another 10 feet of swimming movement left to go.

In combat, deep scions are pure brutes, with exceptional Strength and very high Constitution. However, their expertise in Deception makes this as formidable a weapon in social encounters as their battle axes are in melee. They also have proficiency in Insight, Sleight of Hand and Stealth. Deep scions are spies as well as warriors; they fight only when their cover is blown. As I’ve said before, it’s easier to punch someone after fooling them has failed than it is to fool them after punching them has failed. Continue reading Deep Scion Tactics

Nagpa Tactics

Thought I might be able to tackle something easy after the drow matron mother, but no—you guys want me to look at the nagpa, another monster with eleventy billion spells. (OK, it’s got 26. That’s still a lot.)

It’s not like you’ll even find nagpas running around all over the place. According to Mordenkainen’s Tome of Foes, there are only 13 of them—a coterie of conniving wizards cursed by the Raven Queen and turned into skulking vulture-people scavenging the remnants of lost civilizations for scraps of arcane lore.

Unsurprisingly, nagpas’ ability contour is that of a long-range spellcaster, with extraordinary Intelligence and Charisma, exceptional Wisdom and very high Dexterity. They carry staves, which they somehow are able to use as finesse weapons and deal two dice of damage with, but melee engagement really isn’t their style. If they do get into melee, they want to get back out of it quickly.

They have proficiency in all the mental saving throws, but their Dexterity and Constitution save modifiers are unremarkable. Thus, they don’t have a lot to fear from bards, whose spells tend to emphasize enchantment, illusion and crowd control; but casters who sling damaging evocation, transmutation and necromancy spells pose a threat that they need to neutralize quickly. Taking out these foes is even more important to them than taking out melee fighters.

Continue reading Nagpa Tactics

Drow Tactics: Matron Mothers

Deepest apologies to all my impatient readers. Between doing revisions on The Monsters Know What They’re Doing: Combat Tactics for Dungeon Masters and taking care of a daughter who’s just starting to get the hang of a nap schedule, I haven’t had time for blogging. And this particular post is a mother.

Literally.

The drow matron mother, CR 20, is second only to Lolth herself in the drow boss hierarchy. She’s a spellcaster first, a skirmisher second, certain to be surrounded by a multitude of minions. She’s also a legendary creature, with legendary actions—one of which she can turn over to a demon ally for its own use, sort of a drowish Commander’s Strike.

Like all drow, the matron mother has Fey Ancestry (passive), Sunlight Sensitivity (no going outside, especially during the day), and the innate spells dancing lights, darkness, faerie fire and levitate. However, she’s got a few additional tricks up her sleeve: She can cast detect magic at will, and once per day, she can cast clairvoyance, detect thoughts, dispel magic and suggestion.

Note that the matron mother can cast dispel magic with or without using a spell slot, but when she casts it innately, it works only against spells of 3rd level or lower. Since she can cast it this way only once per day, she’s going to be finicky about what spells she dispels with it, saving it only for the most important. A very good candidate is invisibility, since dispel magic affects “one creature, object or magical effect” within 120 feet and doesn’t require her to be able to see the target, only to know they’re there. Pop! Haste, slow, hypnotic pattern, enlarge/reduce and spiritual weapon are also top choices. If she wants to dispel anything else, she’ll spend a spell slot on it.

Continue reading Drow Tactics: Matron Mothers