Meazel Tactics

Meazels are, to put it simply, kidnappers. Misanthropic humanoids warped by toxic levels of exposure to the Shadowfell, they skulk through the shadows, throttle their victims with cords, and teleport away with them to some godsforsaken locale where they can murder them free from interference.

With low Strength and low Constitution but very high Dexterity, meazels are not in any way suited to attrition fighting; they want to grab their victims and go. Their high Intelligence and above-average Wisdom mark them as crafty judges of whom they need to jump first. They have proficiency in Perception and Stealth, the classic ambush predator combination, and should always begin combat hidden. Their 120 feet of darkvision suits them to subterranean as well as nocturnal existence.

The core of the meazel’s strategy is the Garrote/Shadow Teleport combination. Meazels have two attack actions, Garrote and Shortsword, which do the same damage on average; however, Shortsword is a straightforward melee weapon attack that just happens to deal some bonus necrotic damage as a rider. Garrote, on the other hand, grapples on a hit and enables the meazel, on a subsequent turn, to Shadow Teleport away along with the grappled victim! For low- to mid-level player characters, this combination is potentially nasty, because the range of Shadow Teleport—500 feet—means the victim of the meazel’s maneuver is cut off from allies who might be able to help them. They’re on their own, possibly still with a strangling cord around their neck. Continue reading Meazel Tactics

Trapper and Girallon Tactics

These two monsters have nothing to do with each other except that (a) they’re the last two monsters from Volo’s Guide to Monsters that I planned to look at and hadn’t yet, and (b) neither one is all that interesting. Although, to my surprise, the one I thought would be more interesting turned out not to be interesting at all, while the one I thought would be less interesting turned out to be a little more so. Continue reading Trapper and Girallon Tactics

Cave Fisher Tactics

You see a name like “cave fisher,” and it doesn’t register with you at first, and as you study the stat block, you come to realize that the name is almost a perfectly literal description of what the creature that bears that name does: It sits in lightless caves, casts a line, waits for a meal to come to it, then reels it in.

A relative, perhaps, of the giant spider, the cave fisher is a human-size, wall-crawling arachnid with crablike claws. A solitary predator, with double proficiency in Stealth, the cave fisher is pretty dumb and inflexible, but it has one good trick up its sleeve: an extremely strong, extremely sticky filament that it can use to yank victims toward it from as much as 60 feet away. Coincidentally, I’m sure, 60 feet is the most common radius of darkvision, which means that if the cave fisher positions itself just right, it can lie in wait just beyond the ability of any prey, even prey with darkvision, to spot it. Even if it must lurk closer, expertise in Stealth plus disadvantage on targets’ Perception checks is a strong combo.

On top of that, it has Spider Climb, which allows it to move freely along walls and even across ceilings. This allows it to pull the dirtiest of tricks: hiding on the ceiling, then yanking its prey up to it, where if said prey manages to wriggle free of the cave fisher’s sticky strand, it has nowhere to go but straight down. Continue reading Cave Fisher Tactics

Tlincalli Tactics

The tlincalli (the name appears to be completely invented, not based in myth, but it looks Nahuatl to me, so I’m going to pronounce it tlhin-ky-yeenope! That’s a Spanish pronunciation. As reader Victor R. points out, in Nahuatl, each l is pronounced as a separate l, so it’s tlhin-KAHL-lee) is a centaur-like monstrosity with a humanoid torso topping a scorpioid body. Based on the illustration in Volo’s Guide to Monsters, its face is pretty awful as well, although details are hard to make out.

With very high Strength and Constitution and merely above-average Dexterity, tlincallis are brutes, unafraid of direct melee confrontation. Their Intelligence is below humanoid average, though not animal-level, while their Wisdom is above average, allowing them to pick out promising prey—the old, the young, the weak, the isolated and the oblivious—as well as to realize when a particularly dangerous opponent needs to be taken out.

The combination of proficiency in Perception and Stealth is indicative of an ambush attacker; proficiency in Survival adds the ability to track, which is consistent with the flavor text’s characterization of them as nomadic hunters. Tlincallis hot on the trail of desirable prey will pursue it aggressively until either they bag it or it fights back forcefully enough to deter them.

Continue reading Tlincalli Tactics

Shadow Mastiff Tactics

Shadow mastiffs are a nasty quasi-canine predators from the Shadowfell, valued as watchbeasts and hunting companions by the kinds of entities that would rather employ a monster for such purposes than pick up a nice puppy from the pound. Packs of them sometimes slip across the boundary between the Shadowfell and the material plane, roving and hunting for the joy of it.

With very high Strength and high Dexterity, shadow mastiffs are ambush attackers without the patience for a drawn-out fight. If they can’t take down their chosen target in two or three rounds of combat, there’s a good chance that they’ll give up and search for easier prey, and attacking from hiding is essential to their hunting pattern—they may not start a fight at all if they can’t gain surprise on the first round.

Five of their features—Shadow Blend, Sunlight Weakness, Keen Hearing and Smell, darkvision, and resistance to physical damage from normal weapons while in dim light or darkness—create such an overwhelming incentive for shadow mastiffs to stay out of sunlight and other areas of bright light that their entire hunting strategy revolves around exploiting the gloom of night. And since their Intelligence isn’t high enough for them to adapt to changing circumstances, lighting a torch or lantern or casting an illumination spell is an effective way for a target who survives their initial assault to get them to abandon their attack. Continue reading Shadow Mastiff Tactics

Sea Spawn Tactics

Sea spawn are humanoids who once lived normal lives but in one way or another have been “lost to the sea”—either by violating some maritime taboo or by falling under the sway of some powerful underwater denizen. Because they can survive out of the water for no more than a day, their transformation dooms them to live the remainder of their lives beneath the waves.

With an ability contour that peaks in Strength and Constitution, sea spawn are straightforward, and fairly uncomplicated, melee fighters. However, since their Piscine Anatomy allows three variations, you can enliven a sea spawn encounter by throwing a mix of types at your player characters.

Sea spawn have 30 feet of swimming movement vs. 20 feet of normal land movement, a strong incentive for them to fight in water (where they can move twice as fast as a typical humanoid foe) rather than out of it (where they’re 33 percent slower). Similarly, their 120 feet of darkvision is a strong incentive for them to attack only at night or in water so deep that sunlight doesn’t penetrate. Continue reading Sea Spawn Tactics

Pigeon Tactics

If you live in a major North American city (except, weirdly, Milwaukee), you’ve undoubtedly encountered pigeons on an almost daily basis. Like squirrels, they enjoy a commensal relationship with humans, benefiting greatly from our effect on the ecosystem without significantly helping us or harming us in any way. And you know they’re generally quite chill, unless your toddler runs directly at them, as toddlers invariably do.

The standard pigeon in fifth-edition Dungeons & Dragons is no different. A small, unthreatening thing, it’s disinclined to fight at all and relies heavily on its Hypervigilant Flight reaction, which allows it to move up to half its speed as a reaction—without provoking an opportunity attack—if another creature moves within 5 feet of it. Pigeons are prey creatures, not predators, and the only way you’re likely to suffer a Beak attack from one is if you somehow manage to grab it.

A swarm of pigeons behaves similarly to a single pigeon, but not exactly the same. It still spooks easily, and it rarely attacks, preferring simply to use Hypervigilant Flight to retreat to a safe distance and, if pursued, to Dash to a safe perch out of reach. However, sometimes a swarm of pigeons chooses an empty, elevated location to roost in, such as an upper floor of an abandoned building. Particularly if this roost is home to eggs or squabs, a swarm of pigeons may become aggressive toward anyone who intrudes.

The first action it generally takes against a trespasser is Evacuate, more as a scare response than a calculated attempt to debilitate. If the target subsequently moves, so does the swarm, using Hypervigilant Flight. However, if the target doesn’t leave, the swarm then swoops back down and attacks with its Beaks. It continues to attack until the intruder is driven off or the swarm is reduced to 10 hp or fewer.

The giant pigeon is another matter, because unlike its Tiny cousins, it doesn’t scare. Cheeky and undauntable in its pursuit of food, it disregards other creatures as long as they leave it alone. Even snatching food away from it doesn’t provoke it to fight; it simply continues to try to get the food back, with greater determination. (You can use the Disarm action, from “Action Options” in chapter 9 of the Dungeon Master’s Guide, to represent the giant pigeon’s attempts to snatch food back from a character who’s holding it.) If and when one does actual harm to it, however, it fights back, doing its best to drive the aggressor away. Continue reading Pigeon Tactics

Draegloth Tactics

The draegloth is part demon, part drow, sent by high priestesses to wreck face in their houses’ names. Strong and tough, it possesses some spellcasting ability, but that’s mostly peripheral to its vicious physical combat ability.

Brutes with extraordinary Strength, exceptional Constitution, and above-average but not otherwise remarkable Intelligence, draegloths are melee machines. With proficiency in Perception and Stealth, they possess decent ambush capability, but their real strength is their ability to engage enemies and keep fighting until the job is done. They’re resistant to cold, fire and lightning, giving them extra staying power against unimaginative enemy spellcasters who reflexively resort to these damage vectors first.

As the flavor text acknowledges, “Most are too impatient to bother with complicated tactics”; even if they had more patience, they lack the features and traits that would invite the use of more sophisticated techniques. But one aspect of their Innate Spellcasting caught my attention. Continue reading Draegloth Tactics

Yeth Hound Tactics

The yeth hound originates in Devonian myth as the local spin on the “black dog” motif prevalent across British and Northern European folklore as a harbinger of doooooom. In fifth-edition D&D, they’re evil fey predators that hunt at night, their howls echoing through the darkness.

To run a yeth hound, you’re going to need to familiarize yourself with the chase rules in chapter 8 of the Dungeon Master’s Guide, because they’re a major component of how this creature hunts, as indicated by the first paragraph of flavor text in Volo’s Guide to Monsters: “Yeth hounds fly in pursuit of their prey, often waiting until it is too exhausted to fight back.”

But first, the usual breakdown. Yeth hounds have a ferocious ability contour: exceptional Strength, very high Dexterity and Constitution, making them both brutes and shock attackers. Their goal is to make the first hit count, but if that’s not enough to slay their prey, they’re tough enough to stick around and finish the job. Their Intelligence is lower than that of an ape, but higher than that of an ordinary dog; they can understand speech but can’t speak. They’re immune to physical damage from nonmagical, nonsilvered weapons, and they can’t be charmed, exhausted or frightened. Continue reading Yeth Hound Tactics

Slithering Tracker Tactics

Time for another oldie but goodie: the slithering tracker, one of the Advanced Dungeons & Dragons Monster Manual’s original oozes. Mind you, back then, “ooze” wasn’t a monster category; certain monsters simply happened to be oozy by nature. Also, it was smaller: only 2½ feet long. (It’s Medium-size now.)

A curious thing about the slithering tracker is that its lore has also been changed: it’s no longer a mere denizen of the underdark but the product of a nasty magical transformation, the sort that usually produces something undead, and rather than simply hunt prey to consume, it actively seeks vengeance. However, unlike, say, a revenant, once a slithering tracker sucks the life out of its target, it doesn’t consider its mission fulfilled. Instead, it keeps compulsively sucking life from whatever other beings it can suck life from until it’s put out of its misery.

For this reason, you can’t treat a slithering tracker like any other ooze. It’s much more akin to the undead, in the sense that it’s driven by a compulsion that it can’t control and that overrides its survival instinct, despite its high Wisdom. Continue reading Slithering Tracker Tactics