Author Topic: Monster Tactics Handbook  (Read 9566 times)

Offline Nytemare3701

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Monster Tactics Handbook
« on: April 03, 2012, 11:01:14 AM »
Monster Tactics Handbook

This handbook is dedicated to modifying encounters on the fly for easy DMing. With the help of this Handbook, even the newest DM can pull complex tactics out of nowhere and make their own dungeon feel just like Tucker's Kobolds. For more in-depth changes to monsters, check out Oslecamo's Guide

« Last Edit: October 31, 2018, 05:11:27 PM by Nytemare3701 »
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Offline Nytemare3701

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(Continued) Monster Tactics Handbook
« Reply #1 on: April 03, 2012, 11:01:25 AM »
Templates
Need your creatures modified for a game that starts in 5 minutes? Use these simple templates to make any encounter more exciting.

[Arcane Trapsmith]
Feats: Earthbound Spell, Entangling Spell, Easy Metamagic (Earthbound Spell), Easy Metamagic (Entangling Spell)
Benefit: That random mage on team Monster can now use its spells to lay deadly traps. +2 total metamagic cost.

[Lockdown Brute]
Feats: Improved Trip, Combat Reflexes, Knockdown, Exotic Weapon Proficiency [Meteor Hammer], Martial Study: Thicket of Blades (lvl 10+),
Benefit: +15 to reach, 10+damage hits give a free trip attempt, and (post-10) 5 foot steps also provoke attacks of opportunity.

[Lockdown Mage]
Feats: None (but you could combine this with the arcane trapsmith)
Benefit: A suite of spells for stopping martial characters in their tracks.
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[Plant Summoner]
Prerequisites: Able to cast Summon Nature's Ally (The templates apply to those summons)
Feats: Spell Focus [Conjuration], Augment Summoning, Greenbound Summoning
Benefit: Plant immunities, Fast healing, DR, and more. See Lost Empires of Faerun page 173 for the Greenbound template. Augment summoning gives +4 to STR and CON making the total 10 STR and 8 CON after greenbound.
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« Last Edit: February 19, 2019, 11:56:08 AM by Nytemare3701 »
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Offline Nytemare3701

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(Continued) Monster Tactics Handbook
« Reply #2 on: April 03, 2012, 11:01:32 AM »
Tactics
It has been said many times, but it bears repeating. A strategy won't last for more than a few rounds of combat. What you do next depends on your tactics.

Dumb (10 and under) creatures use these.[/center]
Moderately Intelligent (12-18) creatures use these.
Archers who enter combat via a readied action to pincushion the party wizard when he tries to cast a spell.
Highly Intelligent (18-26) creatures use these.
Archers who enter combat via a readied action to pincushion the party wizard when he tries to cast nerveskitter.
Ridiculously Intelligent (28+) creatures use these.
« Last Edit: September 16, 2019, 07:22:31 PM by Nytemare3701 »
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Offline Nytemare3701

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(Continued) Monster Tactics Handbook
« Reply #3 on: April 03, 2012, 11:01:43 AM »
Dirty Tricks
Fun with Silent Image
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Incorporeal Paintrain
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Necromancers punch above their weight class
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The Ultimate Bear Trap
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« Last Edit: June 30, 2017, 09:48:28 PM by Nytemare3701 »
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(Continued) Monster Tactics Handbook
« Reply #4 on: April 19, 2012, 06:02:57 AM »
Premade Encounters & Biomes

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UNFORMATTED:
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Zombie Horde:
Any 1HD Corporeal Undead+Fighter (Pugilist Variant)
What we have here is an easily turned, yet immune to HP damage zombie. These things make amazing fodder for horror campaigns, since you can't kill them without supernatural assistance. Bloodroot poison makes a great zombie infection.

Taken from the Arsenic and Old Lace handbook.
Bloodroot: Injury DC 12, initially does nothing, secondary damage is 1d4 Con + 1d3 Wis. (100gp)

The Linear Guild:
That Linear Guild is named after Rich's Oots villians. It's a group of classic roles, all prepared better than your average low level group and waiting on the other side of any door.

A Caster with a readied Backbiter to counter the party charger.
A Charger with a readied charge for whoever is behind the charger.
A Rogue just to the side of the door for whoever is behind that guy.

The Monster(s) under the bed:
There's only so much a party can do to defend themselves during a rest period. Unless someone invests in some serious divination, anything short of extraplanar sleeping spaces are weak to some sort of ambush. Simply disrupting sleep is enough to screw wizards out of recovering spell slots (which automatically counts as a win in my opinion), but burning all the cleric's healing before the sun even comes up is GOLDEN.

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« Last Edit: November 20, 2018, 08:23:57 AM by Nytemare3701 »
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