D&D 5E Let's Read: Volo's Monsters

Interesting. For 5e rules, would a sidebar with the death effects, and making them Fiends for the purpose of turning and detection, do the trick? Because if so, one imagines they'll turn up sooner or later


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dave2008

Legend
Interesting. For 5e rules, would a sidebar with the death effects, and making them Fiends for the purpose of turning and detection, do the trick? Because if so, one imagines they'll turn up sooner or later


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Possibly, but it was more than that. Going from 20yr old memories of the original novels, artwork, and to lesser extent the AP: the auraks (gold dragon draconians) were magic users, the sivaks (silver dragon draconians) were big (possibly large size) fighters with great swords, one (bozak maybe>) had a more rogue like slant. So it was more than just death mechanics, at least initially.
 

flametitan

Explorer
Possibly, but it was more than that. Going from 20yr old memories of the original novels, artwork, and to lesser extent the AP: the auraks (gold dragon draconians) were magic users, the sivaks (silver dragon draconians) were big (possibly large size) fighters with great swords, one (bozak maybe>) had a more rogue like slant. So it was more than just death mechanics, at least initially.

And that can be reflected with class choice, couldn't it?
 

Leatherhead

Possibly a Idiot.
These fellows are made through rituals (those things again) and require a willing Dragon to succeed.

I like rituals, they are great both in gameplay use and narrative use for all those "practical" magic effects that aren't tied to combat or adventuring.

Anyway, back on topic:
Normal Guard drakes are kind of boring, fortunately the variant rules make them just interesting enough to be really great.

For starters, I can see Guard Drakes being used as nursemaids for newly hatched dragon Wyrmlings. Older dragons are really big, meaning they can't get into all the nooks and crannies of their caves, and often have important things to do like terrorize the countryside amassing wealth, land, and food. Guard drakes are a perfect solution for them, as guard drakes are loyal as dogs, resistant to their element, small enough to go basically everywhere, and have advanced movement capabilities so they can get into hidden hatcheries. Additionally, they can serve as formidable backup should the Wyrmlings be attacked while mom is out, and presumably will stick around for the dragons Young stage of life, giving them a much needed leg up during their most vulnerable stages of life.

Secondly, give these things to kobolds. A kobold tribe will make by far and wide the most use of such a beast. A big meaty unit in a horde of weak ones is always a nice way to shake things up. More importantly, kobolds can ride them into battle (small size working in their favor), using their advanced moment to get into advantageous positions and rain down spells, or crossbow bolts, or bizare contraptions. Or they can be loaded with alchemical bombs and told to charge the PC's in order to soften them up for the rest of the tribe. White and Blue Guard drakes may be the most useful for kobolds, as they can help dig tunnels in the middle of combat, allowing for some advanced forms of battlefield control.

Can you all tell what creature I am chomping at the bit for yet? :p
 




dave2008

Legend
And that can be reflected with class choice, couldn't it?

Yes, it was just that it wasn't a choice for the draconians, it was what they are, part of their species (of course they are not a true "species"). You could do it different to make them playable, it just wouldn't feel right to me personally
 

Volo’s added a couple of new Hags, rounding out the triummulieriate of Sea, Green and Night with the Annis and Bheur. Today we are looking at the Annis Hag.

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The art in the book gives the impression that the Annis Hag is fairly small, simply because the image is smaller than that of the Guard Drake opposite. In fact, the Annis is Large, and only the human skulls give a clue of that. I think that this image is actually really interesting, but it is just so small that it is hard to make out the details and really appreciate it. The bundle of twigs and the random collection of stuff contained it is is a really fun element, giving a mad collector vibe.

At the moment, I’m listening to audiobooks a lot while painting some Warhammer models, and I’ve gotten onto Lords and Ladies by Terry Pratchett, so this creature is very appropriate to my mood. The Hag is by far the largest of their kind, and has a lot of distinctly physical attacks, in comparison to the more magical focus of the others. This is part of an overall theme which emphasises physicality, with the Hag getting Crushing Hug as an ability, and flavour text that mentions them as a matriarch for Ogres and Trolls.

Thanks to chapter one, all of the Hags are exceptionally high in the ‘plot options’ stakes, and it is safe to say that there is a lot of ways to use them. The Annis Hag gets even more options here, with the ‘Iron Tokens’ that they can give out, especially to children, and use to communicate. The basic plot that we see suggested here is as follows. There is a village, which is full of fear thanks to grisly trophies left by the Annis around the edges of the forest. A child is playing merry hell, doing evil acts, in a distinct change of character. When the players investigate, they find the token, and then try to track down the Hag. When they do so, they find her surrounded by Trolls and whatnot, for a much more brutal fight than they might have expected from a Hag. That is all good, and I like that it is laid out for the DM like this, without being overbearing.

The Annis is quite an odd duck in combat. It is big, tough, well defended, and has lots of resistances. It gets a couple of spells, but they are really not bread & butter combat ones. Instead, she focuses on melee attacks, doing either a very potent but simple multi-attack routine, or a rather terrifying Crushing Hug that will let the Hag turn someone into jam on her subsequent turns. The Hug is only a single dice roll to activate, and not that hard to escape, but notably doesn’t require the Hag to roll any dice to keep it going, so I can see it being very potent. However, the Hag has no answer to ranged attacks, really, other than rushing towards them, and I think that some kind of ‘Throw Iron Token’ ability might have been fun.

I suspect that the Annis is designed explicitly as the ‘simple Hag’, there to let the DM use a ‘witch’ without navigating a great big spell list. She is close to being boring, thanks to this simplicity, but I think that the roleplaying side of such an adventure will keep the interest levels high; the use of Trolls and Ogres I think is part of this, since they are also simple monsters, but pretty cool despite that. Definitely a victory of theme over rules. I think that in Baldur’s Gate 2, when claiming the castle, you had to fight your way into a giant bramble patch which was home to a tribe of Trolls; I’m thinking that recycling that idea with an Annis Hag at the centre would be really swell.
 

Bitbrain

Lost in Dark Sun
The artwork for the Annis Hag might just be my favorite in the entire Volo's Guide. I love the weird purple-dark gray skin tone.

I'm also thinking that the Annis Hag in volo's might have been influenced just a little bit by Beowulf.
Or more accurately, Grendel's mother.
 

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