D&D 5E Let's Read: Volo's Monsters

Leatherhead

Possibly a Idiot.
Creatures with only innate casting do not get assigned caster levels, and their spells, unless specifically noted otherwise, are always cast at the lowest level.

I think the Bhuer Hag's Ray of Frost only dealing 1d8 damage is an unintentional oversight. You can feel free to disagree, and I admit it is a very trivial point considering the hag is almost never going to run out of more potent spells. But heck, even the Hobgoblin Devastator deals more damage with their Ray of Frost.

Speaking of which, the Hobgoblin Devastator is the perfect example of a t1-t2 fireball flinging artillery battlemage. Dealing oodles of damage to enemy formations being flanked and infiltrated by bugbears while flying behind a front line of hobgoblin soldiers. Which is a bit odd actually, I would imagine hobgoblins to be more inclined to be something like a spellblade. Then again, the Blade line of cantrips are printed in another book. Back on topic, this is such a perfect example of a cr4 evoker, that I like it more than the actual cr 9 evoker in the NPC stat block section. Not much in the way of support magic other than Fog Cloud and Fly, but really they just exist to blow stuff up, and that's ok for something that is supposed to function as part of an army, anything more would be too complex.
Fortunatly for the Devastator, there are plenty of goblinoid units that can get mixed into enemy ranks easily, so they can reap that sweet bonus damage. Bugbears are surprisingly good at ambushes, and goblins can disengage around the fight as a bonus action. Additionally both Goblins and Hobgoblins have a Cavalry that employs wargs, allowing them to engage at high speeds, forcing the front line to form as far away from the Devastator as possible.

That said, guys could really benefit from having Shield, as the PC's and their ally archers are going to rain pointy death on the devastator at first sight.
 

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dave2008

Legend
I think the Bhuer Hag's Ray of Frost only dealing 1d8 damage is an unintentional oversight. You can feel free to disagree, and I admit it is a very trivial point considering the hag is almost never going to run out of more potent spells. But heck, even the Hobgoblin Devastator deals more damage with their Ray of Frost.

Depends how you want to define oversight. It also worth noting that by RAW you cannot swap out the spells for other spells with innate casters. Which, IMO, is ridiculous, but I've never been tied to RAW myself. If you think the Hag should have a more powerful Ray of Frost, have at it - I would do the same.
 

Bupp

Adventurer
For monster stat blocks I wish that they would replace lists of spells to have to look up. Just expand the stat block a bit and make it a recharge ability or limit it to a number of times a day. For example...

Fireball (1/day) Ranged spell attack. 150 feet, 20 foot radius. 28 (8d6) fire damage. DC 15 Dex save for half damage.
 

I think that the problem is that would be very constraining; some entries are easy to do, but something like a Night Hag or Archmage shouldn't have only the one attack, and probably nobody wants a massive statblock for every caster, giving them as many interesting options as they do right now, since that likely means we get 1/4 fewer profiles thanks to space concerns.

I do think that it is pretty annoying to have to try and look all the spells up during combat, but that is purely down to me being too lazy to do that before the game! Plus, the more you run the game, the more spells you know well enough to parse quickly.
 

dave2008

Legend
For monster stat blocks I wish that they would replace lists of spells to have to look up. Just expand the stat block a bit and make it a recharge ability or limit it to a number of times a day. For example...

Fireball (1/day) Ranged spell attack. 150 feet, 20 foot radius. 28 (8d6) fire damage. DC 15 Dex save for half damage.

But then you need to do that 20 times for an archmage. There are several monsters that would get unwieldy stat blocks if you included a description for each spell.

Personally what I like to see in a monster stat block (and what I try to do) is a enough information that you can run it straight from the stat block; but, if it is a caster, the spells are there for extra flavor. I.e.

A pit fiend should, IMO, have a description of fireball as an attack, but then it could still have a list of spells that it also has access too. You can run it with what is just in the stat block, but having access to heat metal, or wall of fire, etc. are good if you want them and know how to use them.
 

Chaosmancer

Legend
I've got no problem adding spells to creatures, or swapping them out for innate casters, especially for old and powerful beings like Hags and high level fiends. It just makes sense they would have more tricks up their sleeves.

One thing about the Bheur hag that always floors me is that they get Hold Person at-will. If they have a safe location to snipe the party from, they can devastate the battlefield with that alone.

For the Feast ability, one easy way to try and get that opened up is if the hag attacks while the party is escorting or rescuing NPCs. The hag is mobile enough to get past the front-line, and they could hit the people the party is protecting.
 

Leatherhead

Possibly a Idiot.
For monster stat blocks I wish that they would replace lists of spells to have to look up. Just expand the stat block a bit and make it a recharge ability or limit it to a number of times a day. For example...

Fireball (1/day) Ranged spell attack. 150 feet, 20 foot radius. 28 (8d6) fire damage. DC 15 Dex save for half damage.

I think monsters should have powers listed like that, but npc spellcasters should stick spell lists.
That way monsters can be fine tuned for different CR's and npc casters can still teach PC's spells.
 

I think that the Hobgoblins are distinguished from the other evil humanoids by their status as the intelligent evil race. What I mean by this is that, while Orcs form hordes and Gnolls devastate villages, the Hobgoblins are guys that you can imagine succeeding at their world domination plans. They’re clever, organised, and expert at combining the various Goblinoid races into a more powerful whole. This gives you a few really interesting options - for example, having the Hobgoblins being a neutral party who the players are forced to work with - and gives them a theme all of their own in a campaign. The Hobgoblin Iron Fist is a perfect example of the Hobgoblin genius for evil; powerful and stealthy assassins and spies trained to keep order. In short, these are the Stazi of the Goblinoids.

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The image in the book is pretty cool, with a rare female Goblinoid poised to throw a dart, her face hidden by the devil mask of the order. It’s a picture that allows the pose and face to tell a story.

The flavour text for the Iron Shadows focuses on their training and origin, with a story that Maglubiyet (toughest deity name to spell in the game) stole their techniques from an Archdevil originally. That’s really nice - I like it when we get hints of how the various races interact with each other, not just adventurers. The training sounds difficult, focused mainly on loyalty, with the result that we get a group as fanatical as the Feydakin from Dune, and about as good at killing. I think that this fanaticism - towards Maglubiyet, controlled by the priesthood thereof - might be an excellent element to bring into any roleplaying situation with Hobgoblins. The players could meet a Warlord, and do well in a negotiation with him - but lurking in the corner is the Iron Shadow, part political officer and part executioner. The general will work with the players, but they’ll need to keep him alive long enough to do so! The opportunity to let your players interact with the internal politics of an evil humanoid race is rare, and I’d definitely try and make use of that if you could.

The Iron Shadow is another player character style creature, with abilities taken straight from the Way of Shadows Monk, plus some Wizard spells to let them infiltrate (charm person, disguise self, etc). I tend to think of these spells as plot spells - ways to explain how the Iron Shadow got into the King’s bedchamber, just prior to the players bursting in to save the day - rather than as things directly useful in combat, but that doesn’t make them any less important or interesting for the statblock. They can do the typical infiltrator thing and lead the players astray easily enough, for example.

When the players come to fight the Iron Shadow, they’ll be glad that it cannot use a monk’s stunning strike; however, what it can do is use one of my favourite movement&attack routines in the game. The Iron Shadow has Shadow Jaunt, just like a Way of Shadows monk, and it can use that before or after one of the four attacks a turn that it can make, which themselves can be ranged or melee. This means that you’ll have Iron Shadows running around the place, teleporting to the back ranks, escaping to the rafters and whatnot, without action economy concerns. Glorious! I can see a team of these guys being a super interesting challenge if fought in a large, cluttered, dark hall; I’m thinking of the Assassins from Half Life, who constantly attacked you from different angles with weak but very persistent attacks. I’m really glad that they didn’t complicate this attack style with restrictions, and instead just let you do it easily and quickly.

The Iron Shadows combine an interesting political background, which makes it very easy to justify using them in all kinds of contexts, with a fun and easy way to get a nimble teleporting combat. It’s worth stealing this profile for other ninjas in your games, and definitely worth thinking of how the Iron Shadows will impact any adventure that deals with the Hobgoblins.
 

Leatherhead

Possibly a Idiot.
The Iron Shadow and the Devastator are perfect contrasting examples of spellcaster complexity.

The Devastator has a bunch of simple spells, mostly meant to attack, and is intended to function as part of a large group of combatants. It's "spell sculpting" abilities may seem complex at first, but basically boils down to "My spells don't hit my allies, unless I want them too" in order to promote the general hogoblin power of extra damage to those opponents who are fighting their allies.

The Iron Shadow as a bunch of complex spells, mostly meant for infiltrating (the exploration and social pillars of play), has a relatively complex movement option, and lacks the hobgoblin bonus damage racial ability. In short, the Iron Shadow is the odd duck out of the hobgoblin tribe. They are intended to go in alone, assassinate a target or steal some plans, and get out. One small change: Their dart attacks are practically begging for some kind of poison to be applied to them.

You could send one of these to attack the PC's while they sleep. A trick you don't want to use more than once. And if you are sending one to fight each PC who is sleeping in a different room, fudge the rolls so they all wake up to at least have a chance to fight back, even if they are in their pajamas. Having your throat slit in your sleep is not fun.

Additionally, they make for an excellent foil to a Barghest in those campaigns where the PC's are interacting heavily with a Hobgoblin warband. Having two different factions of secretive shapechanging schemers lurking around the camp gives a heavy layer of intrigue to what would otherwise be a straightforward "life of soldiers in a war" plot.
 


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