Some general rules for playing a monster intelligently
#1 Set up the encounter like it was your own PC. Assess its strengths and weakesses, INCLUDING ITS PERSONALITY- a creature noted for being a crafty spellcaster will fight differently from one of the same species that prefers the "fangs on" approach.
#2 Let the monster use its environment, including appropriate modifications to said environment. Kobolds, for instance, would use traps, decoys, and their superior mobility to fight opponents in their warrens, and they wouldn't fight opponents outside their warrens unless they have no choice.
#3 Even smart, powerful monsters can fight dirty. I once ran a dragon encounter where the dragon started off by pushing its treasure at the party in a huge wave- you're not too mobile when you're up to your waist in CP, SP and GP. THEN it used its firey breath weapon...
#4 Mobile critters should use their mobility, not just as a bonus to their AC, but to control the battlespace. They should use hit-and-run tactics to fight opponents more physically powerful then they are, and use tactical retreats to set up ambushes. They may also use weapons to reduce the mobility of their opponents, like caltrops, nets, glues, marbles, darkness spells, etc.
#5 Very few creatures will stand and fight to the death, especially smart ones. Let them flee and regroup. Give them escape plans and exit strategies.
#6 Deception, Deception, Deception. Smart opponents will use Bluff, Disguise, Smoke bombs, Chamouflage, Illusions, etc. to make their opponents think something is harmless when its not, and vice versa. Controlled confusion is your friend if you're controlling the confusing.
#7 Smart creatures will soften up their opponents before the "final attack" if they can. This can be traps, bombs, hit-and-run tactics, or even picking off 1 opponent at a time... "Divide Et Empirum" (Divide and Conquer) works at ALL levels of conflct.
#1 Set up the encounter like it was your own PC. Assess its strengths and weakesses, INCLUDING ITS PERSONALITY- a creature noted for being a crafty spellcaster will fight differently from one of the same species that prefers the "fangs on" approach.
#2 Let the monster use its environment, including appropriate modifications to said environment. Kobolds, for instance, would use traps, decoys, and their superior mobility to fight opponents in their warrens, and they wouldn't fight opponents outside their warrens unless they have no choice.
#3 Even smart, powerful monsters can fight dirty. I once ran a dragon encounter where the dragon started off by pushing its treasure at the party in a huge wave- you're not too mobile when you're up to your waist in CP, SP and GP. THEN it used its firey breath weapon...
#4 Mobile critters should use their mobility, not just as a bonus to their AC, but to control the battlespace. They should use hit-and-run tactics to fight opponents more physically powerful then they are, and use tactical retreats to set up ambushes. They may also use weapons to reduce the mobility of their opponents, like caltrops, nets, glues, marbles, darkness spells, etc.
#5 Very few creatures will stand and fight to the death, especially smart ones. Let them flee and regroup. Give them escape plans and exit strategies.
#6 Deception, Deception, Deception. Smart opponents will use Bluff, Disguise, Smoke bombs, Chamouflage, Illusions, etc. to make their opponents think something is harmless when its not, and vice versa. Controlled confusion is your friend if you're controlling the confusing.
#7 Smart creatures will soften up their opponents before the "final attack" if they can. This can be traps, bombs, hit-and-run tactics, or even picking off 1 opponent at a time... "Divide Et Empirum" (Divide and Conquer) works at ALL levels of conflct.