Author Topic: Monster Tactics Handbook  (Read 1347 times)

Offline Kazimir_Iskander

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Monster Tactics Handbook
« on: September 18, 2021, 02:33:26 PM »
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.

Offline Kazimir_Iskander

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Re: Monster Tactics Handbook
« Reply #1 on: September 18, 2021, 02:33:57 PM »
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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Offline Kazimir_Iskander

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Re: Monster Tactics Handbook
« Reply #2 on: September 18, 2021, 02:34:09 PM »
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.
Moderately Intelligent (12-18) creatures use these.
Highly Intelligent (18-26) creatures use these.
Ridiculously Intelligent (28+) creatures use these.

Archery:
Archers who roll initiative.
Archers who enter combat via a readied action to pincushion the party wizard when he tries to cast a spell.
Archers who enter combat via a readied action to pincushion the party wizard when he tries to cast nerveskitter.
Archers who never enter combat because they readying actions to snipe from the top of a mountain a mile away.

Offline Kazimir_Iskander

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Re: Monster Tactics Handbook
« Reply #3 on: September 18, 2021, 02:34:20 PM »
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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Offline Kazimir_Iskander

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Re: Monster Tactics Handbook
« Reply #4 on: September 18, 2021, 02:39:48 PM »
Premade Encounters & Biomes

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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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Banquet of Madness
Psychic vampires have a wisdom drain aura and can assume gaseous form. The Libris Mortis web enhancement has an example encounter using vampires that have 7 levels in ARISTOCRAT and they are still very likely to wipe a level 10 party.

Here's an upgraded version:
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The Cult of Spite
Troth of the Forgotten Pharoah gives a balor-style immolation effect to any mook to use as a cyanide capsule that prevents Speak With Dead from ruining your plans. As a bonus, it also blinds anyone nearby, so the leader can escape in the confusion.

Combine with Fungal Blisters for a significant damage spike, as all the blisters pop at once on death.

Undead Upgrade: Animate Dead can create Burning Skeletons who have their own ability to explode on death, and Bloody Skeletons which automatically return after dying (in a way that implies it bypasses the "can't be raised" clause of most death novas), Destruction Retribution adds a negative energy burst, and Unliving Weapon is an hour/lvl buff that adds another.
Elemental Upgrade: If your minions have an Elemental subtype (such as from Mantle of the Fiery Spirit), they can take Final Strike for another burst.
Alchemist Upgrade: Implant Bomb If team Evil has a level 8 Alchemist, they can make permanently implanted bombs on any "willing" target (which includes raised minions, take note necromancers!)
Kineticist Upgrade: If your minions happen to be Kineticists, Parting Blast gives you another option.
« Last Edit: December 31, 2023, 09:56:45 PM by Kazimir_Iskander »