Sacrosanct
Legend
Let me add one line to this "definition":
A "well built" monster displays evidence the designer is aware of what tricks level-appropriate heroes might have up their sleeves.
Here's the problem. This is fundamentally flawed. Whether or not a monster/bad guy is aware of tricks by opponents has nothing to do with the level or power or it or the party, but the monster's intelligence and experience. A moderately intelligent CR 1/8 creature/NPC will know that tougher looking opponents are more dangerous and have more options available to them. Conversely, a very low INT CR15 creature won't have a clue because it doesn't have the mental capacity to recognize such things. Therefore, it's not up the designer to hard code in reactions into monsters for every possible level appropriate PC that monster might face. For one, that's your job as the DM because every table of players have different "tricks' they may or may not use and only you, not the designers, know your table. Secondly, "level appropriate' is not nearly as important in 5e with bounded accuracy. CR1 monsters are still effective against higher level PCs depending on who they are used.
Or in even blunter terms: any out of the blue ambush is a weak ambush, or the game isn't fun.
This is an unstated agreement or unwritten contract. Normally we don't like to talk about it since it kind of kills the illusion. But when people tell me I could have used my NPCs in a much more deadly fashion, my only response is:
Maybe so for you, but then don't create a thread presenting your experience as a poor game design problem when it's you who is intentionally neutering the abilities of the bad guys so the players always win.
Let me only add that this is why solo boss encounters have so little support in 5E.
"More monsters" solve nearly every niggle we might be having with the 5E combat model, but it also means kissing goodbye to the very cool image of all the heroes fighting a fearsome epic monster on its lonesome for, say, half a dozen rounds, the fight waxing and waning, until the heroes finally manage to obliterate the monster, with half their numbers lying dead and scattered around.
I am personally convinced this won't be solved until WotC relents and makes changes to the way spells are an all or nothing proposition (except numeric effects like damage)...
We've already established how it's entirely possible to have long running heroic encounters, but your playstyle is what's preventing that by effectively neutering the bad guys in your OP's example. That's on you, not WotC, so there's nothing for them to solve. WoTC can't solve individual player's problems.
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