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Let's Read the 4e Monster Manual 2: Trolls
Copyright 2009 Wizards of the Coast. This post is part of a series! Click here to see the rest.
In a situation that has been common in this reading, we’re in a halfway place when it comes to trolls. The Monster Manual marks their debut in this edition, and the Monster Vault gives us a final selection of updated stat blocks. Here in the Monster Manual 2, published between those two books, we have a selection of trolls that expands the options from the MM, but is not yet updated for the MV’s math.
Ice Troll
It’s unclear from the text whether ice trolls are a variant troll species or just a variant culture. They inhabit the Frostfell, one of the world’s coldest regions, but occasionally make their way to slightly warmer climates. Ice trolls have a more complex and technically advanced culture than that of “typical” trolls. They know how to make weapons, and prefer to use them in combat instead of their claws. They also emanate a cold aura.
If you want to portray your trolls less universally hostile, ice troll communities could make good trading partners in cold regions, trading their weapons and crafts for other products they need. Ice troll mercenaries might also be found among the forces of anyone who sets up shop in the frozen regions of your campaign world.
The Numbers
Ice trolls are Large Natural Humanoids and Level 10 Soldiers with 109 HP. Their Emanating Cold aura (1) slows any enemies caught inside for a turn. They have a ground speed of 8.
Ice troll regeneration works exactly like that of standard trolls: Regeneration 10 plus Troll Healing that allows them to keep regaining HP after hitting 0. Both are shut down for a turn if the troll takes acid or fire damage.
This troll wears scale armor and fights with a maul. If their maul attack bloodies an enemy, Frenzied Strike allows them to make another free attack. This could lead to a big chain combo if the ice troll manages to hit several near-bloodied PCs, but most likely you’ll be looking at one extra attack when this triggers.
Weapon use would make ice trolls a lot more dangerous than standard ones in a “realistic” system like GURPS, but here it’s mostly for color since damage is entirely level-based. It does allow you to place magic weapons and armor as treasure by saying the troll was using them.
Bladerager Troll
This troll was updated for the Monster Vault, so we already saw its numbers on the MM/MV reading. A new bit of lore in this entry says that some of the weapons and armor implanted on a bladerager are magic, which gives GMs an excuse to place magic items as treasure in bladerager encounters. This makes them the only monster in the game to have literal loot drops.
Troll Vinespeaker
Here’s something you don’t see every day: a troll spellcaster with genius-level intellect! You go, vinespeaker! Break those stereotypes! Unfortunately the vinespeaker doesn’t break every troll stereotype, so it’s still Chaotic Evil. You’ll have to break that one yourself if your campaign calls for it.
Vinespeakers use a style of primal nature magic that involves wrapping themselves in thorny vines and letting their blood soak the plants to gain control over them. This would be lethal for any other practitioner, but for a troll it’s no trouble at all. With their magic power and high intelligence, vinespeakers tend to become leaders or revered advisors of larger troll communities.
The Numbers
Vinespeakers are Level 14 Controllers with 142 HP. They have Regeneration 10, Troll Healing, and the usual vulnerabilities, as well as the usual Speed 8.
They can use their claws to fight like a typical troll, but their vines give them many more options. They have a ranged attack named Ray of Thorns that deals physical damage, and an area burst attack named Thorny Burst that deals light physical damage and immobilizes (save ends). This also creates a zone of thorny difficult terrain that deals damage to those caught inside, and lasts until the end of the encounter. If any of these attacks bloodies a target, the vinespeaker gets to make a free claw attack. No target is specified, so any PC within reach will do fine.
Note: Thorny Burst is at-will. Vinespeakers can turn the entire battlefield into a spiky mess in no time at all. A good tactic for the is to spam this attack until there’s no more ground to cover or until the PCs are all immobilized, then target the most vulnerable foes with the single-target Ray.
Finally, they have an encounter ability named Chant of Power, which gives allies in within 5 squares 10 temporary HP and a +4 damage bonus while the temporary HP lasts. This works wonderfully as either a fight opener or a mid-fight boost.
Sample Encounters and Final Impressions
I like these MM2 trolls, they do a good job of subverting the troll stereotype.
We get three encounters:
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Level 10: 2 ice trolls, 2 worgs, and 1 manticore. Lots of raw melee power in this one, with a maneuverable skirmisher thrown in.
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Level 12: 3 bladeragers, 1 duergar blasphemer, 1 duergar hellcaller. Duergar diabolists are exactly the sort of person who’d make bladerager trolls.
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Level 15: 4 war trolls, 1 destrachan far voice, 1 vinespeaker. The war trolls can more or less ignore the thorns. They’ll be slowed by the difficult terrain, but so will everyone else. The destrachan offers some artillery support and can stay far away from the thorn zones.
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Let's Read the 4e Monster Manual 2: Troglodyte
Copyright 2009 Wizards of the Coast. This post is part of a series! Click here to see the rest.
We already saw troglodytes in our reading of the Monster Manual and Vault, and their basic lore remains the same. We get a few additional entries with their own lore here.
Like before, these troglodytes are Medium Natural Humanoids with the Reptile keyword, and their signature ability is the Troglodyte Stench, an aura that inflicts a -2 penalty to attacks. They have Darkvision and a speed of 5.
Troglodyte Thrasher
We already discussed their lore in the MM/MV post, so I’m not going to repeat that discussion here. However we do get a bit of additional lore. It seems thrashers are actually nonsapient, and their fellow troglodytes keep them in cages when not using them as attack beasts. I wouldn’t use this “charming” bit of lore in my own campaigns.
Troglodyte Deepscourge
Deepscourges are spellcasters. Like some poisonscale lizardmen, they follow a tradition based on internal alchemy. The specific variant practiced by deepscourges centers around manipulating and empowering their natural malodorous secretions to turn them into damaging and debilitating spells. Like Curse Chanters from the MM/MV post, deepscourges act as priests and leaders of troglodyte tribes, or as advisors to those leaders.
Deepscourges are Level 9 Artillery with the Leader keyword and 78 HP. Their slime is turbocharged: it projects the same Troglodyte Stench aura as the others, but it also projects an aura of Dizzying Stench out to 10 squares! Despite the name this is actually a “buffing” effect, increasing the radius of the stench of any troglodytes inside by 1 square. I wonder if the auras of multiple deepscourges stack.
Their main ranged attacks are an at-will Debilitating Ray that deals physical damage and weakens the target for a turn if it’s inside a stench aura. The stat block doesn’t list an attack roll, but I guess this is an editorial error and it should target AC.
They can also attack with an area-effect Rancid Cloud (recharge 5+), which only affects “non-reptiles”, targets Fortitude, does more damage than the ray attack, and weakens for a turn.
When hit by an attack the deepscourge can project a Blinding Stench in a burst around itself, targeting Fortitude and blinding (save ends) with no damage. If that doesn’t give it space to move away, it will be forced to use its weak claws in melee.
Troglodyte Temple Champion
As the name implies, these are troglodyte holy warriors, usually tasked with guarding their temples. These temples usually honor Torog, but some are dedicated to even worse entities like Demogorgon or other demons.
The blessings they receive tend to be subtle, of the type that makes them smarter and more disciplined. They use a highly technical fighting style and carry much better equipment than the rank and file. Though champions can be most often found guarding a temple, they’re also sometimes sent on divine missions at the head of troglodyte expeditionary forces.
The Troglodyte Temple Champion is a Level 9 Soldier with 101 HP. It wears scale, wields a flail, and also carries 2 javelins into battle. The flail and javelins make up their basic attacks, and they also have a couple of special techniques. Sweeping Trip is an at-will maneuver that does a bit less damage than an attack and knocks prone. Whirlwind Attack is an encounter power that does basic attack damage in a Close Burst 1.
No marking mechanic here - the champion’s stickiness comes from their liberal use of Sweeping Trips to keep opponents prone at their feet.
Sample Encounters and Final Impressions
I find the Deepscourge notable for being the first troglodytew stat block that can’t be easily re-skinned into another humanoid opponent. Its abilities are all about the stench, both its own and that of its allies. It’s a uniquely troglodytic monster.
Other than that, my opinion on troglodytes hasn’t changed much.
There’s four sample encounters between levels 7 and 12, and they’re all assorted bands of troglodytes. Sometimes they’re accompanied by drakes, and one of them has a balhannoth that likely appears as an opportunistic predator during the fight.
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Let's Read the 4e Monster Manual 2: Tiger
Copyright 2009 Wizards of the Coast. This post is part of a series! Click here to see the rest.
Tigers are real animals and have been part of the game since its beginnings. They’re some of the only animals whose “mundane” version was considered worthy of a monster stat block at this point in the edition.
The Lore
The book describes tigers as powerful and cunning predators that can be found in “rugged natural environments”. Let’s elaborate on that a bit, shall we?
According to Wikipedia “rugged natural environments” means mostly flat or hilly forests, but those can range from cold Siberian taigas to temperate forests to tropical jungles. A tiger requires a large amount of territory, which allows it to range far and hunt its prey (usually large herbivores). Tigers are “solitary but social”: they hunt alone but might nest together, with their range areas overlapping.
The Monster Manual 2 does add a bit of interesting fantastic lore by saying tigers are sometimes domesticated by ogres of all people to serve as guard and hunting animals.
A wild D&D tiger is not shy about including adventurers in its menu. If they run across a battle while hunting, they might stalk its edges and pounce on any combatant that gets separated from the rest.
Dire tigers are as usual larger, stronger and spikier. They’re bolder and less opportunistic, directly stalking prey that seems to be alone and weaker than them. Their behavior is a lot closer to that of the tiger in The Jungle Book than that of a real-world animal.
The Numbers
Both mundane and dire tigers are Large Natural Beasts with low-light vision, a ground speed of 8, and a climb speed of 4. Their signature ability is Feral Surge, an encounter power that allows them to take a move action as a minor action.
Tiger
“Mundane” tigers are Level 6 Skirmishers with 73 HP. Their basic attack is a bite that does immediate and ongoing damage.
During a fight, the tiger always wants to be moving and charging, as being on the move makes it much more dangerous. If forced to choose between a static fight and running away, it will likely take the second option every time.
The traits that make it want to move are Blur of Fur, which gives it +4 AC against opportunity attacks in any turn where it moves 2 or more squares; and Charging Pounce, which gives it bonus damage on charge attacks and makes it so charging doesn’t end its turn. So it could use its standard action to charge, and then either a move action or Feral Surge to move away immediately.
Dire Tiger
Dire Tigers are Level 8 Soldiers with 89 HP. Their bites are stronger, and they’re much more likely to accept the challenge of a stand-up fight. Even then they’ll try to single out the weakest available target and kill it first.
Hunter’s Instinct is an ability that helps then with that. It works exactly like the Hunter’s Quarry ability of a PC ranger. The tiger spends a minor action to make the nearest enemy its quarry, which lasts until the end of the encounter or until it uses this ability again. The quarry takes extra damage from all of the tiger’s attacks.
The dire tiger can also use a Leaping Pounce as a reaction whenever its quarry is within 5 squares. It allows the creature to shift to a space adjacent to the quarry and bite it. Since this is a leap, the tiger can cross enemy spaces during the shift.
Marking the right quarry requires some clever positioning, but once that happens it will be hard for the other players to protect the victim from the tiger’s leaps.
Sample Encounters and Final Impressions
These tigers have some cool mechanics to them, which is better than the generic bags of HP I remember them being in previous editions. They also feel pretty different from each other! I still would hesitate a bit before placing wild tigers as opposition to my PCs, what with them being endangered in reality and all.
We have two sample encounters here:
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Level 7: A couple of ogre savages taking their two pet tigers and their pet macetail behemoth out for a stroll. Shrek and Fiona?
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A weretiger running with a pack/harem of three dire tigers. The fact that you have tigers running in packs should be a hint that there’s something unnatural going on.
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Let's Read the 4e Monster Manual 2: Steel Predator
Copyright 2009 Wizards of the Coast. This post is part of a series! Click here to see the rest.
I think I first saw this monster in one of the “late” Monster Manuals for 3.x, which makes it fairly recent.
The Lore
Designed by Bane himself (“Original Design: Do Not Steal”), these living constructs are designed as long-ranging assassination engines. They seem to be his take on the “Retriever” concept pioneered by the primordials, with the main difference being that the god of war is not interested in taking prisoners.
Steel Predators are a little weaker individually, but unlike the retrievers they’re still in production. They can travel the planes in search of their target, though their means of travel is not quick enough to be a combat ability. These things just love eating magic items: the more loaded the victim, the more vigorous the pursuit. Once a steel predator kills its target it will usually devour them, items and all. They also have a bit of golem-like magical resistance that means they get stronger when they take thunder or lightning damage.
As a side effect of this refined palate, steel predator bodies are rich in residuum, which can ironically make them a target for powerful, brave or foolhardy hunters looking for a big score. When not on a mission, most steel predators hang out in Bane’s native plane of Chernoggar, patrolling it alongside platoons of bladelings.
The Numbers
Steel Predators are Large Immortal Animates with the Living Construct keyword. They’re Level 20 Elite Soldiers with 388 HP, darkvision, and a ground speed of 8. As mentioned above, they can cross planar boundaries but this ability doesn’t make it into their combat stat block. They have a +2 bonus to saves against ongoing damage (for a total of +4 when combined with their elite save bonus).
These creatures have the body structure of a big cat, and they fight accordingly, pouncing and biting with their metal jaws. Their basic bite attack marks for a turn on a hit. They can also make a Vicious Pounce that works as a charge against Fortitude, does the same damage as a bite, and knocks prone. Their multiattack ability is a bit weaker than a standard double attack, but it’s still flavorful: Snap Jaw allows the steel predator to make a bite attack. If that hits it also knocks the target prone, and the creature can make another bite attack against a different target.
Their most overtly supernatural attack is a Resonating Roar, a Close Burst 3 attack that deals heavy thunder damage, dazes, and deafens (save ends both). This is a “recharge 5+” attack, but it also recharges automatically when the predator takes thunder or lightning damage.
Finally, when an adjacent creature shifts, they can use Shifting Steel as a reaction to shift into the vacated square.
Tactics are fairly simple: pounce, roar, then keep biting with Snap Jaw until the roar recharges. This should keep the PCs quite busy while the other monsters attack them.
Sample Encounters and Final Impressions
These things look enough like xenomorphs from Aliens that I’m surprised they don’t have acid blood. Maybe that would be too on the nose.
As mentioned above, Bane often sends steel predators on remote missions. They end up working alongisde other servants of the god, or with other creatures that share the same immediate goals. In that latter case, they’re known for turning on their allies of convenience if those allies behave in a way that displeases Bane.
The example encounter is Level 21, and has 2 steel predators accompanying 2 marut castigators. The maruts are likely mercenaries hired by an agent of Bane.
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Let's Read the 4e Monster Manual 2: Star Spawn
This post is part of a series! Click here to see the rest.
Though the Warlock class was introduced late in D&D 3.x, it was Fourth Edition that really made it shine. In addition to the infernal warlocks of the previous edition, the Player’s Handbook also gave us fey and star pact warlocks. Different pacts provided different mechanical and lore flavor, and made the class approachable to people who didn’t want to play someone who had literally sold their soul to the devil.
Fey warlocks were an immediate hit because they tied to the lore of the Feywild, which was awesome from the start. You get your powers from David Bowie’s Goblin King, what’s not to love about that?
While I personally loved star warlocks, their lore required a certain previous familiarity with “cthulhoid” narratives that was by no means universal among D&D players. I mean, in this one-shot I GMed shortly after acquiring the books I had a player who honestly believed they were supposed to be New Agey astrologers1.
The reason I’m talking about PC warlocks in a Monster Manual reading is that those paragraphs provide the context you need to understand why the Wish Upon a Star article from Dragon #366 was such a big deal. While it was mostly focused on adding more options for star warlocks, it also included the first concrete bit of lore on the “pact entities” for star warlocks. More information about them would be added in subsequent books, and in the Monster Manual 2 they get an entry for monsters themed after them.
The Lore
Most people in 4e’s implied setting don’t think too hard about the stars in the night sky. To many they’re just pretty lights. Amateur astronomers can point out constellations and identify a few specific stars by name.
True scholars of the stars know about the other constellations. They know that some of those stars have fallen under the influence of certain powerful entities, who use them to gaze at the world from across the infinite void. Their gazes might be filled with fury, with hunger, or with emotions unfathomable to feeble mortal minds. When you speak their true names, they listen, and might even answer. Opinions differ as to whether that is a good or a bad thing.
These stellar entities are usually associated with the Far Realm. Traditional lore about the Far Realm says it’s a separate plane of existence, so according to that it could be that these entities are using their stars as windows to our plane. But this also raises an alternate, scarier possibility: maybe the “Far Realm” isn’t a separate plane at all. Maybe it’s just what you find if you travel far enough into the void.
Not every star is the avatar of an eldritch alien being, though some star warlocks have recurring nightmares where every star in the sky opens up to reveal an eye staring at them.
Most of the information on the known eldritch stars comes from a scroll known as The Revelations of Melech, which is the sort of rare sanity-blasting tome that should be very familiar to Call of Cthulhu players. It has the same in-world status the Demonomicon of Iggwilv (which lists demons) or the Codex of Betrayal (devils).
And now we get into the lore contained in the MM2. The most learned students of the sky know of an orange star named Allabar, The Opener of the Way. Allabar only appears when the world is about to enter a time of great turmoil, be it a great war, a mighty ritual, or something similar. It races across the sky in a seemingly random trajectory that passes by one or more of the other “special” stars. When this happens, the way is opened for that star to release a Star Spawn into the world.
Star Spawn are the anthropomorphic personifications of a specific star’s will. Once they enter the world, they seek to enact that will. Some stay for only as long as the conjunction with Allabar lasts, other can remain indefinitely or until defeated. Some are solitary, others gather cults and minions around themselves. Regardless of their specific MOs, star spawn tend to be pretty evil from a mortal’s point of view.
No one knows for sure how or why this whole process happens. Is Allabar a natural phenomenon of the void, or a sapient being with designs of its own? Is there a rhyme or reason to its wanderings? The warlock Thulzar claimed to have charted every star spawn incursion since the fall of Bael Turath and found a pattern, but he vanished along with his tower and all his notes after a starless night, leaving only a glassy crater behind.
The Monster Manual 2 contains three Star Spawn in this entry, and we’ll look a bit more into their specific lore and the lore of their star in their sections.
The Numbers
Star Spawn are Aberrant Humanoids. The first one in this entry is Medium, all others are Large. All of them have Darkvision, a ground speed of 6, and communicate using telepathy with a range of 10 squares. Everything else about them varies per stat block.
Herald of Hadar
Copyright 2009 Wizards of the Coast. Morinbund Hadar used to be the brightest star in the sky. During the tribulations that led to the fall of Bael Turath, it flared up into a burning brand visible even during the day. Afterwards, it faded to a barely visible red ember. Hadar’s dying gasps send its heralds into the world so they can harvest life energy and delay its inevitable end.
The only Medium star spawn in this entry, heralds of Hadar look almost human save for their glowing eyes and hostility to all forms of life, which they attempt to drain. They’re Level 15 Brutes with 180 HP.
Heralds use their Hungry Claws to fight, and they can make two basic attacks with a single action. Once per encounter they can step it up and use Feeding Frenzy to make up to three attacks (though no more than two on the same target). Their life-force drain is the Breath of a Dying Star, a Close Blast 5 encounter power that targets Reflex, does good damage, and prevents targets from regaining HP and spending healing surges (save ends). I imagine the claw attacks drain life as well, but that’s probably just represented as part of their damage.
Whenever someone spends a healing surge within 5 squares of the herald, Hadar’s Hunger allows it to react in a variety of ways. Choose one whenever this triggers: shift 3 squares closer to the triggering creature; make a basic attack; regain the use of an encounter power; gain +2 to attacks for a turn.
It looks like the Herald will want to focus most of its attacks on a single PC, but will use the Breath on the others. That way it will leave someone still able to spend healing surges so it can recharge its powers. Despite their “berserk” fighting style, heralds are still sapient and capable of making alliances of convenience with other creatures.
Maw of Acamar
Copyright 2009 Wizards of the Coast. If Hadar is dying, Acamar is already dead. This corpse-star is a black void that devours everything that passes by it, even other stars and their light. Its hunger is endless and without a purpose other than consumption itself. The Maws of Acamar are avatars of that hunger, living gateways through which the dead star can extend its ruinous grasp to the world. Unlike the other Spawn, they come to the world under their own power, for even The Opener of the Way avoids passing too close to Acamar.
Maws are Level 15 Controllers with 145 HP. Where Heralds of Hadar fight with berserk intensity, Maws of Acamar just kinda stroll around the battlefield and let the constant effects of their presence do the work for them.
The gravitational field of their black hole progenitor is expressed as an aura (5) named Hungry Star. Anyone inside who wishes to move away from the Maw must pay 3 movement points per square instead of the usual 1. Even if they do it’s futile because the Maw can use Corpse Star’s Grip (Close Burst 5 vs. Fortitude; minor action) to pull them 3 squares.
The destructive part of that gravitational pull is expressed as 2 different attacks, both of which inflict ongoing damage instead of instant wounds. Devouring Star is a Close Burst 3 attack targetting Fortitude that inflicts 10 ongoing damage; Devouring Touch is a focused Reach 2 version that inflicts 15 ongoing damage on a single target. In both cases the Destroyer of Life passive trait prevents adjacent enemies from shedding all of that damage with a single save. The save only reduces the total damage by 5.
Yes, it’s possible to meet multiple Maws at once. They love to surround foes and tear them apart by pulling them in several directions at once. I’d probably make them immune to each other’s attacks, but that’s wouldn’t be the case for any other ally. Anything and anyone who stands too close to a Maw is going to be sucked in. If you pair them with other monsters, they would do well to stay away from their “buddy”.
Scion of Gibbeth
Copyright 2009 Wizards of the Coast. Gibbeth is a cursed green sun which gestates at its core an unknowable being. Warlocks and the like say that this being will only show its true face at the end of the world, and this will send the tattered remains of the universe into inescapable madness.
Scions of Gibbeth are shards of this green star, providing a little taste of what is to come. No two people who see one can agree on its appearance, save to say it is horrible. Perhaps its true form is literally incomprehensible to mortal minds, and the varied appearances described are a result of the people in question instinctively trying to cope with this.
These abominations wander the world pursuing their enigmatic goals. They tend to attack any living creature that draws too close, but they tolerate the presence of worshippers and cultists.
Scions are Level 17 Controllers with 163 HP. Their abilities work at range and are designed to keep PCs away. They’re surrounded by an Aura of Revulsion with size 10, enough to cover most of the battlefield. Creatures inside can’t target the Scion with melee or ranged attacks unless it’s the enemy nearest to them.
Its basic attack are vanilla Slams, but the others make up for it. Mind-Splintering Gaze (range 20) deals light psychic damage and dominates (save ends); Gibbeth’s Baleful Glare does the same damage and slides the target 2 squares.
That sets up the Scion’s basic tactics: stay well away from the PCs and dominate them, gently nudging them away when they attempt to close. If they do manage to close, there’s a couple more tricks available to the creature. Offering to Gibbeth gives it a +2 attack bonus for a turn whenever a PC spends a healing surge within 2 squares of it; and Revelation of Gibbeth is a burst 5 that triggers when the Scion dies. This glimpse of its true form acts as an attack against Will. Affected targets are Dazed, and must spend their sole action charging or making a basic attack against their nearest ally. This is a save ends condition, so even if the dead Scion was the last monster on the board, the party might still need to contend with the effect for a few rounds until everyone makes their save.
Sample Encounters and Final Impressions
I love all of this star lore! It feels so new, you know? It’s “cthulhoid” without actually involving the Cthulhu Mythos and this is a big entry about aberrant monsters that doesn’t contain a single tentacle anywhere in it. It’s also scarier in places than even the traditional fiend lore. “There’s a place in a different plane that’s full of evil fire” doesn’t quite have the same visceral kick as “each star opens to reveal an eye and they’re all looking at you”.
I even think it’s cool that Hadar’s and Acamar’s basic descriptions are the result of taking a real astronomical entity and running it through a Lovecraft and/or Death Metal translator filter. A red supergiant is “ancient and dying, gasping for breath as it tries to prolong its doomed existence”. A black hole is a Corpse Star!
I don’t think they ever officially added Atropus from Elder Evils to the star “pantheon”, but he’s a perfect fit. “The World Born Dead orbits The Corpse Star!”, cries the mad warlock as invisible star spawn tear him limb from limb in broad daylight.
The only place where I think this entry stumbles a bit is the sample encounters. The lore of the star spawn is cool but it makes them stand a bit apart from the more traditional D&D monsters, so it feels strange to see them paired with those same monsters. You might need to reskin some of those monsters to make them more star-aspected.
We have two encounters:
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Level 13: A Herald of Hadar teams up with a Beholder Eye of Flame and 2 Battle Wight Commanders. A classic front-line and artillery formation.
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Level 13: A Maw of Acamar is accompanied by 2 hook horrors and 2 mind flayer infiltrators. Here you want the others to form a perimeter around the Maw and try to keep the PCs boxed in.
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There were also mechanical reasons for why they didn’t become as popular, but these have been more extensively discussed elsewhere and don’t quite fit a monster-focused post. ↩
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