Q: I recently purchased a copy of Live To Tell The Tale, and I must say, excellent work. But I was confused by all of the hiding and Stealth in the first scenario. There were times it seemed the goblins were moving, rolling Stealth, attacking, moving, rolling Stealth to Hide. What were all those Stealth rolls? And what about all of the Perception rolls that the players were doing during their turns? Do those count as part of their action?
A: A large part of that encounter has to do with the goblins’ Nimble Escape feature, which lets them Hide as a bonus action. In order to Hide successfully, a goblin has to (a) be out of view and (b) make a Stealth roll that exceeds every player character’s passive Perception. Once it’s made a successful Stealth check, it doesn’t have to keep making Stealth checks—it stays hidden until it does something that gives its position away, or until an opponent choosing the Search action finds it (which requires him or her to make a Perception check). Once it’s been seen, to Hide again requires another Stealth check, and so on. Continue reading Reader Questions: Goblin Stealth and Retreating Monsters
I confess that this blog is substantially shaped by my own biases. I’m not a fan of underground dungeon crawls, so I tend to give less attention to monsters that are found only, or predominantly, in the Underdark. Also, I find it more interesting to write about monsters whose features interact in complex ways, meaning I’m more likely to gloss over simple brute fighters.
For both these reasons, I haven’t touched the duergar yet. Their ability scores follow an unambiguous brute profile, their Duergar Resilience and Sunlight Sensitivity features are passive, and they’re armed with ordinary melee and ranged weapons. Generally speaking, their “tactics” are going to consist of charging, bashing and stabbing.
But a reader recently wrote, “I can never figure out when to Enlarge and when to turn invisible, especially when using them in groups.” These two specific questions are worth examining. Unfortunately, the former, in particular, demands math. Continue reading Duergar Tactics
Xvarts are tricky to devise tactics for, because their ability scores, their features and their Volo’s Guide to Monsters flavor text all seem to be at odds with one another. Their ability scores suggest Dexterity-focused sniping and shock attacks. Their Overbearing Pack feature suggests a reliance on shoving opponents prone, presumably to be followed up with melee attacks (both of which depend on Strength). And the flavor text states that they attack primarily to abduct, which implies grappling. There is a solution, but it’s tricky.
Xvarts move at the normal humanoid speed of 30 feet per round. Their Strength is low, and their Constitution merely average, so they’re anti-brutes—averse to melee slugfests. Xvarts will necessarily seek strength in numbers—and allies, specifically giant rats and giant bats. Giant rats make particularly good allies for xvarts, because of their Pack Tactics feature; giant bats, however, are tougher and more challenging. A xvart encounter should include, at a minimum, two xvarts per player character, plus an animal ally for every two xvarts.
Xvarts are neither smart nor wise. They have no ability to adapt if their favored strategy doesn’t work, and they may not be particularly quick to notice that it isn’t working. However, unlike the usual low-Wisdom monster, which waits too long to run away, xvarts are cowardly; if anything, they’ll run away prematurely from encounters that actually favor them. The Low Cunning feature gives them Disengage as a bonus action, but this represents instinctive evasive ability, not discipline. Continue reading Xvart Tactics
Sahuagin are fierce, amphibious fish-men that live underwater but emerge periodically to raid coastal settlements. Although the Monster Manual says they “dwell in the deepest trenches of the ocean,” that’s a bit far for even a creature with a 40-foot swimming speed. Those ocean trenches are as far from the coasts as the highest mountains are, and you don’t often hear about the yeti of the Himalayas spending an afternoon staging a raid on Kolkata, or the Tatzelwürmer of the Alps popping down to Genoa for some late-night ravaging. These are distances of hundreds of miles we’re talking about. So chances are, any sahuagin that player characters encounter are going to be denizens of shallower depths. Maybe they’re the border reivers of the ocean kingdom.
When they come ashore to raid, they do so at night, as implied by their 120 feet of darkvision. They can’t come far inland, since their Limited Amphibiousness gives them only four hours of air breathing before they have to return to the water. Unlike, say, merrows, sahuagin can move about on land as easily as any other humanoid.
In this environment, they’re basic brutes. Their Multiattack gives them one weapon or claw attack and one bite attack. Since their armor class doesn’t include a shield, we can presume that they wield their spears two-handed for the greater damage. Continue reading Sahuagin Tactics
Firenewts are quasi-humanoids adapted to conditions of extreme heat, and they display the corresponding fiery temperament: “aggressive, wrathful and cruel,” according to Volo’s Guide to Monsters. They’re raiders, slavers and zealots. If you encounter a small band of them, they’re probably looking for captives. If you encounter a horde, they’re on the warpath.
Firenewt warriors have above-average Dexterity and Constitution and merely average Strength. Despite this ability contour, they fight as brutes, because Dexterity is their primary offensive ability (they wield scimitars, a finesse weapon) and because they lack any feature that would adapt them especially well to skirmishing. They also wear medium armor and carry shields, and they have Multiattack.
They’re not bright. With an Intelligence of 7, they show no imagination or adaptability in their tactics, essentially fighting like primitives. Nor do they discriminate among targets. “’Tis always a fight to the death for them, so ’tis always one for ye,” says “Elminster” in Volo’s, but I’d consider this optional, not gospel. It’s true that they’re described as fanatics, so they may well fight to the death out of conviction. But their Wisdom of 11 is high enough that they can be presumed to have a normal survival instinct. I might split the difference and say that they’re more likely to fight to the death when they’re on some kind of mission, in the company of other firenewts; if they’re just minding their own business, they’ll Dash away if seriously wounded (reduced to 8 hp or fewer). Continue reading Firenewt Tactics