#dungeon mastery
Heya, been busy with all sorts of side projects and holiday stuff lately. Not much time to work on Monster Pages and stuff. But just thought I’d stop by and offer a Happy New Years to all the Dungeon Masters that follow this blog.
I hear it’s the year of the pig. So as DMs we are all obligated to include some sort of monstrous Pig or Boar in our next game (our VERY NEXT GAME, whether it makes sense for a pig to be there or not).
I’m thinkin’… Gnome Cavalry on battle pigs.
So I was going through the monster manual, trying to plan for upcoming D&D games, and as I was reading the Succubus/Incubus section something suddenly hit me… when they shape change their attributes don’t change at all. Now obviously the mental attributes would remain the same, and I’ve seen good arguments for Con being the same (just makes calculating HP easier, also there’s fun stuff like how in Palladium doppelgangers are super vulnerable to alcohol). But Strength and Dexterity is always the same? Wouldn’t… wouldn’t that make their job needlessly complicated in some situations?
As an example, the Paladin/Bard in my campaign’s adventuring party is into very strong women. He’s show interest in every barbarian and warrior woman he’s encounters (He’s especially fond of the one that put him through a table during a bar fight). Succubi and Incubi have a Strength score of 8… so even if they could look like one of these characters all he has to do is bump into them (with his strength of 20) and they’d probably collapse. Doppengangers are the same with a slightly better default strength of 11. Basically limits both when if they ever want to invade any sort of warrior culture, or powerful monster race, they are limited to taking the form of children and the elderly and sick (which raises all sorts of extra problems for the Succubi and Incubi).
In my mind if taking another form doesn’t change your stats at all that should be more of an illusion (and not a transformation). I can kinda understand this sort of thing in maybe more of a sci-fi setting (the shapeshifter has to keep to the same physical mass), but this is Fantasy and their abilities are magical. Druids don’t keep the same physical attributes when they wildshape, spellcasters don’t keep the same attributes when they polymorph… so Doppelgangers and Succubi/Incubi (and I imagine there’s others) keeping the exact same attributes feels more like… 5th edition overdoing it a little with trying to keep the rules simple.
So here’s just a small adjustment I think, to keep the shapechangers from being found out by something as simple as an arm-wrestling match. (It also gives them extra options for combat, which I think is always good for creative DMs).
Replace the original Shapechanger abilities with these:
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(Doppelganger)
Shapechanger. The doppelganger can use its action to polymorph into a Small or Medium humanoid it has seen, or back into its true form. While in this form it has the natural Strength and Dexterity, size, movement speeds, and natural weapon attacks (such as claws or a bite) of the creature. Its other statistics are the same in each form. Any equipment it is wearing or carrying isn’t transformed. It reverts to its true form if it dies.
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(Succubus / Incubus)
Shapechanger. The fiend can use its action to polymorph into a Small or Medium humanoid, or back into its true form. While in this form it has the natural Strength and Dexterity, size, movement speeds, and natural weapon attacks of the creature. Its other statistics are the same in each form. Any equipment it is wearing or carrying isn’t transformed. It reverts to its true form if it dies.
If the chosen form does not already have wings, or if the chosen form’s flight speed is less than that of the fiend’s, the fiend can sprout the wings of its true form (destroying and replacing any other wings) as a bonus action and may fly with its normal flying speed.
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Obviously it’s up to DM discretion on how they want shapechangers to work, but I think the above gives a little more variety into how they can act and the ability mostly just makes them harder to figure out (combat wise it’s only a small bonus for their Challenge Rating, they now just have the option to use a form with a good strength score. Not like they get any extra attacks, just maybe some claws or a bite to use instead of a weapon).
I think we need “Greater” versions of all the the shapechangers too. Who’s going to seduce and deceive giants if you can only turn into Small or Medium humanoids? (Actually for that matter I still think it’s weird that Giant is a different creature type from Humanoid. An ogre that’s brought down a size category would still be a giant, but a human that’s brought up a size category is still a humanoid.)
ALSO! While we’re at it, up the Strength score of Succubi and Incubi to AT LEAST 10. 8 strength isn’t sexy. I don’t want to swoon and fall into the arms of some seductive Incubus only for him to fall over because he’s built like a twig. The incubus in the picture has way too many abs for a strength of 8!
From a Canadian DM! Enjoy!
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Dire Beaver
Medium Beast, Unaligned
Armor Class: 12 (Natural Armor)
Hit Points: 16 (3d8 + 3)
Speed: 30 ft., swim 30 ft.
STR: 15 (+2)
DEX: 11 (+0)
CON: 13 (+1)
INT: 3 (-4)
WIS: 11 (+0)
CHA: 7 (-2)
Skills: Perception +2
Senses: passive Perception 12
Languages:—
Challenge: 1/2 (100 xp)
Tree Felling. The beaver deals double damage to wooden objects and structures, as well as to creatures made of wood (such as Treants or Wood Woads).
ACTIONS
Bite.Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 2d4+2 piercing damage.
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Dire Moose
Huge Beast, Unaligned
Armor Class: 14 (Natural Armor + Dex)
Hit Points: 76 (8d12 + 24)
Speed: 50 ft.
STR: 21 (+5)
DEX: 12 (+1)
CON: 17 (+3)
INT: 2 (-4)
WIS: 11 (+0)
CHA: 6 (-2)
Senses: passive Perception 10
Languages:—
Challenge: 5 (1,800 xp)
Charge. If the moose moves at least 20 feet straight toward a target and then hits it with an antlers attack on the same turn, the target takes an extra 2d10 damage. If the target is a creature, it must succeed on a DC:16 Strength saving throw or be knocked prone.
ACTIONS
Multiattack. The moose makes two attacks: one with its antlers and one with its tail.
Antlers.Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 3d10+5 piercing damage.
Hooves.Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit:3d6+5 piercing damage.
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Canada Goose Harpy
Medium Monstrosity, Neutral Good
Armor Class: 12 (Leather + Dex)
Hit Points: 44 (8d8 + 8)
Speed: 30 ft., fly 40 ft., swim 30 ft.
STR:14 (+2)
DEX: 13 (+1)
CON: 13 (+1)
INT: 10 (+0)
WIS: 12 (+1)
CHA: 16 (+3)
Skills: Intimidation +7, Persuasion +5
Damage Resistances: Cold
Senses: passive Perception 11
Languages:—
Challenge: 2 (450 xp)
ACTIONS
Multiattack. The harpy makes two melee weapon attacks, if can only make bladed hockey stick attacks if it’s not flying.
Bladed Hockey Stick.Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 1d10+2 slashing damage.
Kick.Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 1d6+2 bludgeoning damage.
Intimidating Song. The harpy honks a magical melody. Every non-harpy creature within 300 feet of the harpy that can hear the song must succeed on a DC:13 Wisdom saving throw or be frightened of the harpy until the song ends. The harpy must take a bonus action on its subsequent turns to continue singing. It can stop singing at any time. The song ends if the harpy is incapacitated.
A frightened target can repeat its saving throw at the end of each of its turns. If the saving throw is successful, the effect ends on it. A target that successfully saves is immune to this harpy’s song for the next 24 hours.
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So, I was working on touching up one of the commissions I did awhile ago. Preparing it for the next batch of planeswalker pages I want to upload. Vraska, a Ravnican Gorgon that spent some time being a pirate on the plane of Ixlan.
Now normally having something in the actual book to use as an example is really helpful. If I have to make a specific and powerful character, it helps if there’s already something in the book for me to draw inspiration from. But that’s where I ran into some problems, in planning to make Vraska a cutlass-swinging Pirate-Assassin… I realized that going off of the Undercity Medusa in the Ravnica book (yes, Medusa and not Gorgon. In D&D the species name is Medusa, and Gorgons are an entirely different monster. But that’s a rant for another day) there was no reason for Vraska to ever use her sword. Whether her sword was a cutlass (shortsword), a rapier, or a longsword it would still do less damage than just her claws. A Claw attack which deal 2d8 + Dex Modifier.
2d8 is more damage than even a greatsword. Normally a weapon’s damage has something to do with the size of a weapon. A longsword does less than a greatsword because it’s a smaller sword, but a greatsword made for a human does less damage than a greatsword made for a giant. Similarly the claws of an Eagle only does 1d4, while the claws of a brown bear does 2d6. 2d8 is a LOT of damage for a medium sized creature’s claws, more than the previously mentioned brown bear. But you could still argue for a monster just having absurdly long claws. So surely such damage would have claws big and impressive enough to go with it (we’re talking Boneclaw type talons), right?
…huh. That’s disappointingly small. More damage than a grizzly bear… and only that big? We’re talking a single “Claw” too, and not the Brown Bear’s “Claws”. I guess I just have to go with the age old ‘A wizard did it’ excuse. Or… magic. The claws are that dangerous because magic. Unfortunately I think whoever had been in charge of making the Undercity Medusa statblock just sort of looked at the picture and a bit of the storyline and made some functional stats that fit a challenge rating. The claws were just made that strong to fill out the required damage per round for the average challenge rating they had decided on.
At least that’s what I would think if it had been just a simple melee monster. But anyone that owns a copy of Guildmaster’s Guide to Ravnica, I urge you to take a look at this statblock. They are incredibly dangerous! Good AC, high HP for their Challenge Rating, pretty good saving throws across the board thanks to their attributes. They take half damage from spells and magical effects, they have innate casting of their own for making a quick escape. Their average damage is only slightly under their challenge rating, but goes way over on the first round of combat! Plus on top of making their full attacks each round they can also use their gaze attack to possibly petrify the player characters. There was no reason for their damage to be so high! Their other abilities, ESPECIALLY the gaze attack makes them a difficult fight already!
This must have been someone’s favorite monster or something, Because this is one of the most dangerous monster statblocks I have seen (for its Challenge Rating anyway). And I mostly looked into it so carefully because their claw damage felt too high. It really doesn’t need to have that high a dice number when they also have a petrifying gaze. Or when they’re part of the Golgari Swarm and could have boosted the damage through poison perhaps.
Now because of that choice to give them 2d8 claw damage I have to make the decision to either give Vraska a sword or not. If I give her the sword then I either have to boost its damage (for no apparent reason, like the claws), or not boost its damage and have DMs not bother ever using it in favor of the claws. Or I can not give her the sword and just kinda neglect that part of Vraska’s storyline. Yet another option is even just to reduce her claw damage to something more reasonable for their size, but then I’ll inevitably have someone question why Vraska’s claw attack is so much weaker than that of the rest of her species.
Anyways! This rant is way too long for something so small (like those claws. Baduum tish!). Just a look into the dumb obstacles that get in the way of trying to make these statblocks as close to the source material as possible. Maybe I’m just the one overthinking things when making statblocks, but in work (or a hobby) like this you do your best to avoid future nitpicks.
TLDR: I think Undercity Medusa does too much claw damage because now I can’t think of a good reason to give Vraska a sword.
(Next update will be Legend of Zelda spells, and after that more planeswalkers including Domri Rade, Ral Zarek, and Vraska of course.)
I just uploaded the White-Mana set, and with that all five sets have been uploaded. In case you missed any of them, and were interested in Magic the Gathering creature statblocks, here’s all of them.
- Black Mana (Phyrexians, Vampires, Bats)
- Blue Mana (Fish, Drakes, Sea Serpents, Vizzerdrix)
- Green Mana (Baloths, Bird of Paradise, Spiders)
- Red Mana (Dragons, Hellions, Karplusan Hound)
- White Mana (Angels, Avens, Griffins)
((This was one hell of a big project to put together and upload. I probably won’t do anywhere near so many creatures in one of my ‘just-for-fun’ creature uploads again. This was more from me being a little disappointed with the selection of creatures to be found in the Guildmaster’s Guide to Ravnica, and my having been introduced to Magic the Gathering by my parents as early back as I was introduced to D&D.))