Combat rating 19
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ADULT COPPER DRAGON: Trials of the Acid Trickster
I already discussed in the last article how to use and not use the copper dragon’s sense of humor. I also mentioned that this dragon is closer to neutral than good, and that therefore there is probably no need to find reasons for the dragon not to join the party when you don’t want it… Continue reading
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ADULT BLUE DRAGON: Defenses Inside and Outside the Lair
How to Use – Combat encounters (difficulty 18) The blue dragon has quite a number of tactics he might employ against his enemies. Among them are: Glass boulders: Glass is made by sand melting under extreme amounts of heat. Being struck by lightning will do it. Whether the dragon knows how to shape the sand… Continue reading
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ADULT BLACK DRAGON: 3 Ways to use the Swamp as a Deadly Trap
Combat encounter (difficulty 16) As per the rules, the adult dragon has the ability to make the water surge out and pull them into the water, knocking them prone. I’ve already mentioned in my post on the young black dragon that it seems unlikely that someone knocked prone inside a swamp should be able to… Continue reading
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ICE DEVIL: Making Proper Use of the Ice Wall
The best use for the ice devil is to have him cast his ice wall, and then defend it. Continue reading
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HORNED DEVIL: How to Use the Devil’s Laziness
or the sake of this article, I am going to assume the horned devil was assigned to watch an entrance. It can be to a magic item, to a portal, or to anything else worth protecting. Continue reading
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MARALITH: Pinning Down the PCs With Attacks of Opptunity
According to the Monster Manual, the maralith is placed the general of the demonic hordes. It’s meant to be used together with a large number of other demons. Continue reading
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BEHOLDER & Ideas For Challenging Pit Traps
No creature prepares for combat like a beholder. The text in Volo’s talked about beholders as impossibly paranoid, with any scenario thrown at them, no matter how improbable, being something they’ve already contemplated and worked out how to deal with. As such, their lairs should be infamous for their traps (more trap ideas later.) And… Continue reading
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BEHIR: Forcing the Players Into Making a Deadly Pursuit
The behir’s strategy is simple. It will ambush the PCs, constrict one of them the first turn, drag them to a safe[er] area if possible, and swallow during the second turn. After that, it will flee through a tunnel. Continue reading
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PLANATAR: Cross-Examining the Players’ Motives
The planetar seems built to be an ally. Unfortunately, it’s too powerful to actually join with any party, even one that is level 20. This is instruction for how to go about it if you want your players to fight alongside an overly powerful ally. Continue reading
About Me
I’ve been a DM since I was about 10 years old. (Not of D&D, admittedly, but still.) After growing bored of fights that were all the same, dungeons heavily populated by one monster type, and a general shortage of ideas, I figured I’d embark on my own trip through the Monster Manual, one monster at a time. Feel free to join the quest.