Charles Rampant
Adventurer
Hey all,
So now that I have Volo's guide in my grubby paws at last, I thought that it might be interesting to have a discussion in depth about each critter in chapter three. What you will find in this thread is a series of posts where I offer basic commentary on a monster entry in Volo's - plot ideas, how good the image is, how I'd use them in my game, what their combat routine is like, etc - and then various posters chime in with their own thoughts on the same. Usually their insights are more penetrating than my own! I've been posting one entry per day, so the discussion moves fairly quickly, and sometimes you will find that the conversation lingers on a different entry than the latest one, but that just rewards reading a bit longer. The focus here tends to be on fun storylines that you can tell with the monster, and how to use it in combat, but we do also have potted discussion of D&D history and how they have appeared in the adventures that Wizards have published. Anyway, welcome to the thread, and I hope that the discussion here is useful to you!
Contents
Each entry below is a hyperlink to my post discussing the monster, and you will find others' comments about the same following.
Banderhobb
Barghest
Beholderkin: Death Kiss
Beholderkin: Gauth
Beholderkin: Gazer
Bodak
Boggle
Catoblepas
Cave Fisher
Chitines
Cranium Rats
Darklings
Deep Scion
Demon: Babau
Demons: Maw Demon & Shoosuva
Demon: Devourer
Dinosaurs
Draegloth
Fire Newts
Flail Snail
Froghemoth
Giant: Cloud Giant Smiling One
Giant: Fire Giant Dreadnought
Giant: Frost Giant Everlasting One
Giant: Mouth of Grolantor
Giant: Stone Giant Dreamwalker
Giant: Storm Giant Quintessent
Girallon
Gnoll: Flind
Gnoll: Flesh Gnawer
Gnoll: Hunter
Gnoll: Witherling
Grung
Guard Drake
Hag: Annis
Hag: Bheur
Hobgoblin Devastator
Hobgoblin Iron Shadow
Ki-Rin
Kobold: Dragonshield
Kobold: Inventor
Kobold: Scale Sorceror
Korred
Leucrotta
Meenlock
Mind Flayer: Alhoon
Mind Flayer: Elder Brain
Mind Flayer: Ulitharid
Mind Witness
Morkoth
Neogi
Neothelid
Nilbog
Orc Society Overview
Orc: Blade of Ilneval
Orc: Claw of Luthic
Orc: Hand of Yurtrus, Nurtured One of Yurtrus
Orc: Red Fang of Shargaas
Orc: Tanarukk
Quickling
Redcap
Sea Spawn
Shadow Mastiff
Slithering Tracker
Spawn of Kyuss
Tlincalli
Trapper
Vargouille
Vegepygmies
Wood Woad
Xvarts
Yeth Hound
Yuan-Ti: Anathema
Yuan-Ti: Broodguard
Yuan-Ti: Mind Whisperer
Yuan-Ti: Nightmare Speaker
Yuan-Ti: Pit Master
Animals - Aurochs, Cow, Dolphin, Swarm of Rot Grubs
A list of all the Fey in the game can be found in this post, while the Gnoll Warband members are outlined here.
Let's start with the Banderhobb.
I've never seen these before, but I only really started D&Ding with any vigor this edition. They seem definitely to be there for a Hag storyline; the players meet and defeat this guy, and follow the trail back to the Hag. I'm envisaging him as a revenge tool, dispatched to cause carnage in a human village.
One really interesting thing about the statline is the way that he gets a teleport & attack routine. Too many monsters in the MM have melee attacks and teleport, but cannot do them both on the same turn, leading to an oddly static combat; to get around this, I’ve used Legendary Actions for Teleport on monsters who don’t technically have it. However, Mr Banderhobb has this covered.
However, the Banderhobb only gets the one big attack per turn, it seems. Makes him swingy, and also suggests that you’re really going to use Shadow Step or Swallow every turn if able. His HP also seems a bit low for CR 5, so I suspect again that he was designed to torment low level parties - teleporting around, hurting them, not necessarily lasting very long once they get a good view of him.
Anyone else have any thoughts?
So now that I have Volo's guide in my grubby paws at last, I thought that it might be interesting to have a discussion in depth about each critter in chapter three. What you will find in this thread is a series of posts where I offer basic commentary on a monster entry in Volo's - plot ideas, how good the image is, how I'd use them in my game, what their combat routine is like, etc - and then various posters chime in with their own thoughts on the same. Usually their insights are more penetrating than my own! I've been posting one entry per day, so the discussion moves fairly quickly, and sometimes you will find that the conversation lingers on a different entry than the latest one, but that just rewards reading a bit longer. The focus here tends to be on fun storylines that you can tell with the monster, and how to use it in combat, but we do also have potted discussion of D&D history and how they have appeared in the adventures that Wizards have published. Anyway, welcome to the thread, and I hope that the discussion here is useful to you!
Contents
Each entry below is a hyperlink to my post discussing the monster, and you will find others' comments about the same following.
Banderhobb
Barghest
Beholderkin: Death Kiss
Beholderkin: Gauth
Beholderkin: Gazer
Bodak
Boggle
Catoblepas
Cave Fisher
Chitines
Cranium Rats
Darklings
Deep Scion
Demon: Babau
Demons: Maw Demon & Shoosuva
Demon: Devourer
Dinosaurs
Draegloth
Fire Newts
Flail Snail
Froghemoth
Giant: Cloud Giant Smiling One
Giant: Fire Giant Dreadnought
Giant: Frost Giant Everlasting One
Giant: Mouth of Grolantor
Giant: Stone Giant Dreamwalker
Giant: Storm Giant Quintessent
Girallon
Gnoll: Flind
Gnoll: Flesh Gnawer
Gnoll: Hunter
Gnoll: Witherling
Grung
Guard Drake
Hag: Annis
Hag: Bheur
Hobgoblin Devastator
Hobgoblin Iron Shadow
Ki-Rin
Kobold: Dragonshield
Kobold: Inventor
Kobold: Scale Sorceror
Korred
Leucrotta
Meenlock
Mind Flayer: Alhoon
Mind Flayer: Elder Brain
Mind Flayer: Ulitharid
Mind Witness
Morkoth
Neogi
Neothelid
Nilbog
Orc Society Overview
Orc: Blade of Ilneval
Orc: Claw of Luthic
Orc: Hand of Yurtrus, Nurtured One of Yurtrus
Orc: Red Fang of Shargaas
Orc: Tanarukk
Quickling
Redcap
Sea Spawn
Shadow Mastiff
Slithering Tracker
Spawn of Kyuss
Tlincalli
Trapper
Vargouille
Vegepygmies
Wood Woad
Xvarts
Yeth Hound
Yuan-Ti: Anathema
Yuan-Ti: Broodguard
Yuan-Ti: Mind Whisperer
Yuan-Ti: Nightmare Speaker
Yuan-Ti: Pit Master
Animals - Aurochs, Cow, Dolphin, Swarm of Rot Grubs
A list of all the Fey in the game can be found in this post, while the Gnoll Warband members are outlined here.
Let's start with the Banderhobb.

I've never seen these before, but I only really started D&Ding with any vigor this edition. They seem definitely to be there for a Hag storyline; the players meet and defeat this guy, and follow the trail back to the Hag. I'm envisaging him as a revenge tool, dispatched to cause carnage in a human village.
One really interesting thing about the statline is the way that he gets a teleport & attack routine. Too many monsters in the MM have melee attacks and teleport, but cannot do them both on the same turn, leading to an oddly static combat; to get around this, I’ve used Legendary Actions for Teleport on monsters who don’t technically have it. However, Mr Banderhobb has this covered.
However, the Banderhobb only gets the one big attack per turn, it seems. Makes him swingy, and also suggests that you’re really going to use Shadow Step or Swallow every turn if able. His HP also seems a bit low for CR 5, so I suspect again that he was designed to torment low level parties - teleporting around, hurting them, not necessarily lasting very long once they get a good view of him.
Anyone else have any thoughts?

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