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Favorite Underrated D&D Monsters for Low-Level Encounters
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<blockquote data-quote="Tigris" data-source="post: 9881910" data-attributes="member: 7043270"><p>One of my favorite low level monster is the <strong>Kobold Skirmisher </strong>from 4E. Its incredible simple, however, it allows for quite different tactical play. It does not fully translate into 5e, because 5e has different movement, but I still think its a good example.</p><p></p><p></p><p>The skirmisher has melee and ranged attacks and, kobold typical, a minor action (bonus action) shift 1 (move 5 feet without provoking opportunity attacks.)</p><p></p><p>The way 4e worked was that you cannot split your movement. So you can move before or after the attack but not both.</p><p></p><p></p><p>However, this kobold had 2 movement actions, this means they can perfectly use hit and run tactics. Come forward from a pillar, shoot at an enemy, and then move far away behind another pillar. And even if caught in melee they can just attack, and then shift away and then move away.</p><p></p><p></p><p>Its 1 simple feature, which make theseskirmisher kobolds annoying.</p><p></p><p></p><p></p><p>EDIT: In a similar vein I like the <strong>"basic" lurker </strong>from 4E, although there I have not one specific example. Although if one has to choose 1 I would go for "<u>Shadowdale Drow Informant</u><strong>".</strong></p><p></p><p></p><p>So for me the most simple lurker feature is that they can become invisible at will (until next turn or they attack). So when the combat start they are not there.</p><p></p><p>Then they normally also have some form of additional damage if they can surprise enemies (like when attacking with combat advantage or from stealth).</p><p></p><p></p><p>So with these annoying things existing, you never know if not suddenly in an encounter more enemies come up, and they are especially good in attacking the backline.</p></blockquote><p></p>
[QUOTE="Tigris, post: 9881910, member: 7043270"] One of my favorite low level monster is the [B]Kobold Skirmisher [/B]from 4E. Its incredible simple, however, it allows for quite different tactical play. It does not fully translate into 5e, because 5e has different movement, but I still think its a good example. The skirmisher has melee and ranged attacks and, kobold typical, a minor action (bonus action) shift 1 (move 5 feet without provoking opportunity attacks.) The way 4e worked was that you cannot split your movement. So you can move before or after the attack but not both. However, this kobold had 2 movement actions, this means they can perfectly use hit and run tactics. Come forward from a pillar, shoot at an enemy, and then move far away behind another pillar. And even if caught in melee they can just attack, and then shift away and then move away. Its 1 simple feature, which make theseskirmisher kobolds annoying. EDIT: In a similar vein I like the [B]"basic" lurker [/B]from 4E, although there I have not one specific example. Although if one has to choose 1 I would go for "[U]Shadowdale Drow Informant[/U][B]".[/B] So for me the most simple lurker feature is that they can become invisible at will (until next turn or they attack). So when the combat start they are not there. Then they normally also have some form of additional damage if they can surprise enemies (like when attacking with combat advantage or from stealth). So with these annoying things existing, you never know if not suddenly in an encounter more enemies come up, and they are especially good in attacking the backline. [/QUOTE]
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