# The Monsters Know What They're Doing

Author:: Keith Ammann
## Highlights
> One of the great things about the fifth edition of D&D is that not only the ability scores but the skills and features of monsters are specified precisely and consistently. Those skills and features give us clues as to how these monsters ought to fight. ([Location 95](https://readwise.io/to_kindle?action=open&asin=B07P5F89LJ&location=95))
> With only a small number of exceptions (mostly constructs and undead), every creature wants, first and foremost, to survive. Seriously wounded creatures will try to flee, unless they’re fanatics or intelligent beings who believe they’ll be hunted down and killed if they do flee. Some creatures will flee even sooner. ([Location 116](https://readwise.io/to_kindle?action=open&asin=B07P5F89LJ&location=116))
> Small, low-Strength creatures try to compensate with numbers, and when their numbers are reduced enough, they scatter. Low-Constitution creatures prefer to attack from range, from hiding, or both. Low-Dexterity creatures must choose their battles judiciously, because they’re not likely to be able to get out of a fight once they’re in it. High-Strength, high-Constitution creatures are brutes that welcome a close-quarters slugfest. High-Strength, high-Dexterity creatures are hard-hitting predators or shock attackers that count on finishing fights quickly; they’ll often use Stealth and go for big-damage ambushes. High-Dexterity, high-Constitution creatures are scrappy skirmishers that deal steady, moderate damage and don’t mind a battle of attrition. High-Dexterity creatures without high Strength or Constitution snipe at range with missile weapons or spells. If all three physical abilities are low, a creature seeks to avoid fighting altogether unless it has some sort of circumstantial advantage—or it simply flees without hesitation. ([Location 124](https://readwise.io/to_kindle?action=open&asin=B07P5F89LJ&location=124))
> A creature with Intelligence 7 or less operates wholly or almost wholly from instinct. This doesn’t mean it uses its features ineffectively, only that it has one preferred modus operandi and can’t adjust if it stops working. ([Location 132](https://readwise.io/to_kindle?action=open&asin=B07P5F89LJ&location=132))
> creature with Intelligence 8 to 11 is unsophisticated in its tactics and largely lacking in strategy, but it can tell when things are going wrong and adjust to some degree. A creature with Intelligence 12 or higher can come up with a good plan and coordinate with others; it probably also has multiple ways of attacking and/or defending and knows which works better in which situation. A creature with Intelligence 14 or higher can not only plan but also accurately assess its enemies’ weaknesses and target accordingly. (A creature with Intelligence greater than 18 can do this to a superhuman degree, detecting even hidden weaknesses.) ([Location 133](https://readwise.io/to_kindle?action=open&asin=B07P5F89LJ&location=133))
> creature with Wisdom 7 or less has an underdeveloped survival instinct and may wait too long to flee. A creature with Wisdom 8 to 11 knows when to flee but is indiscriminate in choosing targets to attack. A creature with Wisdom 12 or higher selects targets carefully and may even refrain from combat in favor of parley if it recognizes that it’s outmatched. A creature with Wisdom 14 or higher chooses its battles, fights only when it’s sure it will win (or will be killed if it doesn’t fight), and is always willing to bargain, bully, or bluff if this will further its interests with less resistance. ([Location 138](https://readwise.io/to_kindle?action=open&asin=B07P5F89LJ&location=138))
> A creature with a feature that gives it advantage on a roll (or gives its enemy disadvantage) will always prefer to use that feature. ([Location 146](https://readwise.io/to_kindle?action=open&asin=B07P5F89LJ&location=146))
> On average, advantage or disadvantage is worth approximately ±4 on a d20 roll; with midrange target numbers, it can be worth as much as ±5. ([Location 147](https://readwise.io/to_kindle?action=open&asin=B07P5F89LJ&location=147))
> A creature with a feature that requires a saving throw to avoid will often favor this feature over a simple attack, even if the average damage may be slightly less. ([Location 150](https://readwise.io/to_kindle?action=open&asin=B07P5F89LJ&location=150))
> I consider a creature that’s lost 10 percent of its average hit point maximum to be lightly wounded, 30 percent moderately wounded, and 60 percent severely wounded. I use these thresholds to determine whether a creature will flee or otherwise alter its behavior or attitude toward its opponents. ([Location 166](https://readwise.io/to_kindle?action=open&asin=B07P5F89LJ&location=166))
> Beasts and monstrosities are easily grouped together, because their priorities are simple: They want food. Also, perhaps, territory, but territory is mainly a way to ensure uncontested access to food, along with individual survival. ([Location 195](https://readwise.io/to_kindle?action=open&asin=B07P5F89LJ&location=195))
> Combat with a beast or a monstrosity most often occurs for one of four reasons: It’s trying to eat you; you’re hunting it because it’s been eating something or someone else; you’ve stumbled onto its turf, and it feels threatened; or another foe is employing it as a watchbeast. ([Location 199](https://readwise.io/to_kindle?action=open&asin=B07P5F89LJ&location=199))
> Dragons are über-monstrosities with distinctive personalities. They want food and territory, but they also crave two more things: treasure and domination. ([Location 201](https://readwise.io/to_kindle?action=open&asin=B07P5F89LJ&location=201))
> Humanoid enemies (as opposed to humanoids just going about their business) are driven by the things you don’t talk about at the dinner table: politics and religion. They’re social creatures, and therefore their goals are typically social in nature, as are the units they form to bring these goals about. ([Location 210](https://readwise.io/to_kindle?action=open&asin=B07P5F89LJ&location=210))
> giants are über-humanoids. However, while dragons have broader interests than most monstrosities do, giants’ interests tend to be narrower than those of most humanoids, and they’re tightly dictated by their species and their place in the Ordning—the giants’ status hierarchy. ([Location 219](https://readwise.io/to_kindle?action=open&asin=B07P5F89LJ&location=219))
> Undead creatures are driven by compulsions generated by whatever spell, influence, or event caused them to rise from the dead. ([Location 225](https://readwise.io/to_kindle?action=open&asin=B07P5F89LJ&location=225))
> Celestials aren’t just about doing good things—they’re about purging evil influences. Fiends aren’t just about doing bad things—they’re about introducing evil influences, tempting people to do wicked things they might not otherwise do. ([Location 232](https://readwise.io/to_kindle?action=open&asin=B07P5F89LJ&location=232))
> Aberrations, by definition, are beings whose ultimate goals make no sense to us, and for this reason, coming up with decent, plausible schemes for aberration villains can be challenging. Fall back on conventional schemes of domination, and you risk making your aberration into a funny-looking humanoid, for all intents and purposes. An aberration’s behavior has to be weird. ([Location 238](https://readwise.io/to_kindle?action=open&asin=B07P5F89LJ&location=238))
> Constructs don’t have goals, only instructions—specifically, the last instructions they were given. When the instructions no longer fit the circumstances, they sometimes go haywire trying to resolve unresolvable contradictions. ([Location 252](https://readwise.io/to_kindle?action=open&asin=B07P5F89LJ&location=252))
> Oozes don’t have goals either; they’re sub-beasts that aren’t even interested in territory, just food. ([Location 254](https://readwise.io/to_kindle?action=open&asin=B07P5F89LJ&location=254))
> Even an intelligent plant, however, is unlikely to possess any goal beyond survival, self-propagation, and protection of its environment; it simply develops more sophisticated means of pursuing these goals, ([Location 255](https://readwise.io/to_kindle?action=open&asin=B07P5F89LJ&location=255))
> elementals are forces of nature, difficult for ordinary mortals to redirect once they get going. There has to be a sense of out-of-controlness about them, even—perhaps especially—the intelligent ones, like genies. ([Location 267](https://readwise.io/to_kindle?action=open&asin=B07P5F89LJ&location=267))
> Elemental beings of earth want to solidify, to suffocate, to entomb—at least metaphorically, if not literally. Elemental beings of water are the flood, the tsunami—inexorable forces carrying away anything and anyone that’s not tightly secured, whether it be a seaside village or people’s common sense. Elemental beings of air are entropic—they want to scatter what’s ordered, create disarray, rearrange everything, then rearrange it again, the opposite of their earthy complements, which seek to hold everything in place. ([Location 270](https://readwise.io/to_kindle?action=open&asin=B07P5F89LJ&location=270))
> Because of their darkvision, goblins frequently attack under cover of darkness, when their targets may be effectively blinded (attack rolls against a blinded creature have advantage, while the blinded creature’s attack rolls have disadvantage). They’ll also attack from hiding as much as possible, making use of their high Stealth modifier, and doing so in dim light decreases the likelihood that they’ll be discovered, since many player characters will have disadvantage on Perception checks that rely on sight. ([Location 294](https://readwise.io/to_kindle?action=open&asin=B07P5F89LJ&location=294))
> A typical goblin combat turn goes Shortbow (action), move, Hide (bonus action). Because they attack from hiding, they roll with advantage. Regardless of whether they hit or miss, the attack gives their position away, so they change it immediately, because they can. ([Location 299](https://readwise.io/to_kindle?action=open&asin=B07P5F89LJ&location=299))
> a goblin reduced to just 1 or 2 hp flees the scene, end of story. But a moderately wounded goblin (3 or 4 hp) is thirsty and tries to regain the upper hand. It stalks the PC who wounded it, first retreating to a safe distance, then Hiding and moving with Stealth ([Location 315](https://readwise.io/to_kindle?action=open&asin=B07P5F89LJ&location=315))
> Goblins recognize the value of stealth and surprise, and they’re not about to let anyone get the same advantage against them. They make extensive use of alarms and traps, ([Location 343](https://readwise.io/to_kindle?action=open&asin=B07P5F89LJ&location=343))
> What’s most distinctive about kobolds is their Pack Tactics trait, which gives them advantage on attacks when ganging up on a target. That’s the crux of how kobolds ought to fight. Kobold society has evolved to be highly cooperative. ([Location 441](https://readwise.io/to_kindle?action=open&asin=B07P5F89LJ&location=441))
> Kobold melee combat is all about swarming. No kobold will ever fight an enemy hand-to-hand by itself, not even one its own size. ([Location 447](https://readwise.io/to_kindle?action=open&asin=B07P5F89LJ&location=447))
> BULLYWUGS Bullywugs are petty, bad-tempered humanoid frogs, native to swampy areas. The Monster Manual flavor text describes them as “struck with a deep inferiority complex… desperately crav[ing] the fear and respect of outsiders” and says they’ll generally prefer to capture trespassers rather than kill them outright, hauling them back to win favor with their rulers first. ([Location 756](https://readwise.io/to_kindle?action=open&asin=B07P5F89LJ&location=756))
> Now let’s add, based on their 40-foot swimming speed, that they prefer combat to take place near open water: This is their favored method of escape. ([Location 773](https://readwise.io/to_kindle?action=open&asin=B07P5F89LJ&location=773))
> From the bullywugs’ point of view, the ideal ambush location is on ground solid enough to fight on but also near water deep enough to swim in. They’re Medium creatures, so this depth will be at least 3 feet. ([Location 774](https://readwise.io/to_kindle?action=open&asin=B07P5F89LJ&location=774))
> So here’s what round 1 looks like: The bullywugs lie in wait, hidden, at a range of 15 to 20 feet from where they expect the PCs to pass. At the right moment, they spring out of hiding, land next to the PCs, and kick off melee combat with surprise, spearing and biting. In round 2, they keep attacking while demanding the PCs’ surrender—in Bullywug, because they’re too dumb to realize that the PCs don’t speak Bullywug. In round 3, they also keep attacking and demanding the PCs’ surrender, still in Bullywug but louder and more slowly. If any PC gets the message and drops their weapon, the nearest bullywug will grab and grapple that PC and pull them away from the fight, rifling through their pockets and pouches for anything valuable. Bullywugs are cowards. If one is moderately wounded (reduced to 7 hp or fewer), it will leap away, but it won’t flee just yet—it will look for an opportunity to get back in the fight alongside a couple of less wounded allies, and in the meantime, it Hides and repositions. ([Location 781](https://readwise.io/to_kindle?action=open&asin=B07P5F89LJ&location=781))
> Sahuagin are fierce amphibious fish-people who live underwater but emerge periodically to raid coastal settlements. ([Location 896](https://readwise.io/to_kindle?action=open&asin=B07P5F89LJ&location=896))
> When they come ashore to raid, they do so at night, as implied by their 120 feet of darkvision (which also helps them see deep underwater). They can’t come far inland, since their Limited Amphibiousness gives them only four hours of air breathing before they have to return to the water. ([Location 902](https://readwise.io/to_kindle?action=open&asin=B07P5F89LJ&location=902))
> However, sahuagin are not dumb. In fact, their Intelligence and Wisdom are higher than those of the average humanoid. They attack with discipline, in cohesive units, perhaps even splitting up to flank or encircle a group of enemies. They’ll realize quickly when they’re outmatched, ([Location 908](https://readwise.io/to_kindle?action=open&asin=B07P5F89LJ&location=908))
> they’re usually accompanied by sharks. ([Location 913](https://readwise.io/to_kindle?action=open&asin=B07P5F89LJ&location=913))
> Once they see a player character cast a spell, they’ll draw the logical (though not necessarily correct) conclusion that that same PC is the one enabling their allies to breathe, and they’ll focus their attacks on that PC. ([Location 917](https://readwise.io/to_kindle?action=open&asin=B07P5F89LJ&location=917))
> Sahuagin in the water are also more tenacious than sahuagin on land. ([Location 921](https://readwise.io/to_kindle?action=open&asin=B07P5F89LJ&location=921))
> The sahuagin priestess is primarily a support caster that carries no weapon, although she still has a Claw/Bite Multiattack. She always casts spiritual weapon (bonus action) on the first turn of combat, but lacking any useful cantrip to cast along with it, she uses her initial action to Dodge. ([Location 929](https://readwise.io/to_kindle?action=open&asin=B07P5F89LJ&location=929))
> it’s the priestess, not the baron, that’s the de facto leader (whether or not the baron cares to admit it). ([Location 941](https://readwise.io/to_kindle?action=open&asin=B07P5F89LJ&location=941))
> Sahuagin priestesses call a general retreat when they’re moderately wounded (reduced to 23 hp or fewer), unless they’re guarding an important location or object, in which case they defend until they’re seriously wounded (reduced to 13 hp or fewer). Sahuagin barons will always fight until they’re seriously wounded (reduced to 30 hp or fewer), then call a general retreat. ([Location 944](https://readwise.io/to_kindle?action=open&asin=B07P5F89LJ&location=944))
> All hags possess very high Strength and Constitution, and they can do fierce damage with their claws, suggesting that they won’t shy away from toe-to-toe melee combat. ([Location 7389](https://readwise.io/to_kindle?action=open&asin=B07P5F89LJ&location=7389))
> So that they’re not forced to retreat out of range, we can suppose that they fight facing outward, their backs toward one another. Thus, if they’re knocked back, for instance, they fall toward the others rather than away from them. This leaves them vulnerable to being surrounded, but it also offers some protection against flanking, since most PCs won’t want to run right into the midst of the trio. ([Location 7392](https://readwise.io/to_kindle?action=open&asin=B07P5F89LJ&location=7392))
> Oozes and plants are two creature types with one thing in common: Most of them are more “hazard” than “villain.” They tend to lack the necessary mobility, intelligence, and ambition to pose threats beyond their immediate vicinities. ([Location 8259](https://readwise.io/to_kindle?action=open&asin=B07P5F89LJ&location=8259))
---
Title: The Monsters Know What They're Doing
Author: Keith Ammann
Tags: readwise, books
date: 2024-01-30
---
# The Monsters Know What They're Doing

Author:: Keith Ammann
## AI-Generated Summary
None
## Highlights
> One of the great things about the fifth edition of D&D is that not only the ability scores but the skills and features of monsters are specified precisely and consistently. Those skills and features give us clues as to how these monsters ought to fight. ([Location 95](https://readwise.io/to_kindle?action=open&asin=B07P5F89LJ&location=95))
> With only a small number of exceptions (mostly constructs and undead), every creature wants, first and foremost, to survive. Seriously wounded creatures will try to flee, unless they’re fanatics or intelligent beings who believe they’ll be hunted down and killed if they do flee. Some creatures will flee even sooner. ([Location 116](https://readwise.io/to_kindle?action=open&asin=B07P5F89LJ&location=116))
> Small, low-Strength creatures try to compensate with numbers, and when their numbers are reduced enough, they scatter. Low-Constitution creatures prefer to attack from range, from hiding, or both. Low-Dexterity creatures must choose their battles judiciously, because they’re not likely to be able to get out of a fight once they’re in it. High-Strength, high-Constitution creatures are brutes that welcome a close-quarters slugfest. High-Strength, high-Dexterity creatures are hard-hitting predators or shock attackers that count on finishing fights quickly; they’ll often use Stealth and go for big-damage ambushes. High-Dexterity, high-Constitution creatures are scrappy skirmishers that deal steady, moderate damage and don’t mind a battle of attrition. High-Dexterity creatures without high Strength or Constitution snipe at range with missile weapons or spells. If all three physical abilities are low, a creature seeks to avoid fighting altogether unless it has some sort of circumstantial advantage—or it simply flees without hesitation. ([Location 124](https://readwise.io/to_kindle?action=open&asin=B07P5F89LJ&location=124))
> A creature with Intelligence 7 or less operates wholly or almost wholly from instinct. This doesn’t mean it uses its features ineffectively, only that it has one preferred modus operandi and can’t adjust if it stops working. ([Location 132](https://readwise.io/to_kindle?action=open&asin=B07P5F89LJ&location=132))
> creature with Intelligence 8 to 11 is unsophisticated in its tactics and largely lacking in strategy, but it can tell when things are going wrong and adjust to some degree. A creature with Intelligence 12 or higher can come up with a good plan and coordinate with others; it probably also has multiple ways of attacking and/or defending and knows which works better in which situation. A creature with Intelligence 14 or higher can not only plan but also accurately assess its enemies’ weaknesses and target accordingly. (A creature with Intelligence greater than 18 can do this to a superhuman degree, detecting even hidden weaknesses.) ([Location 133](https://readwise.io/to_kindle?action=open&asin=B07P5F89LJ&location=133))
> creature with Wisdom 7 or less has an underdeveloped survival instinct and may wait too long to flee. A creature with Wisdom 8 to 11 knows when to flee but is indiscriminate in choosing targets to attack. A creature with Wisdom 12 or higher selects targets carefully and may even refrain from combat in favor of parley if it recognizes that it’s outmatched. A creature with Wisdom 14 or higher chooses its battles, fights only when it’s sure it will win (or will be killed if it doesn’t fight), and is always willing to bargain, bully, or bluff if this will further its interests with less resistance. ([Location 138](https://readwise.io/to_kindle?action=open&asin=B07P5F89LJ&location=138))
> A creature with a feature that gives it advantage on a roll (or gives its enemy disadvantage) will always prefer to use that feature. ([Location 146](https://readwise.io/to_kindle?action=open&asin=B07P5F89LJ&location=146))
> On average, advantage or disadvantage is worth approximately ±4 on a d20 roll; with midrange target numbers, it can be worth as much as ±5. ([Location 147](https://readwise.io/to_kindle?action=open&asin=B07P5F89LJ&location=147))
> A creature with a feature that requires a saving throw to avoid will often favor this feature over a simple attack, even if the average damage may be slightly less. ([Location 150](https://readwise.io/to_kindle?action=open&asin=B07P5F89LJ&location=150))
> I consider a creature that’s lost 10 percent of its average hit point maximum to be lightly wounded, 30 percent moderately wounded, and 60 percent severely wounded. I use these thresholds to determine whether a creature will flee or otherwise alter its behavior or attitude toward its opponents. ([Location 166](https://readwise.io/to_kindle?action=open&asin=B07P5F89LJ&location=166))
> Beasts and monstrosities are easily grouped together, because their priorities are simple: They want food. Also, perhaps, territory, but territory is mainly a way to ensure uncontested access to food, along with individual survival. ([Location 195](https://readwise.io/to_kindle?action=open&asin=B07P5F89LJ&location=195))
> Combat with a beast or a monstrosity most often occurs for one of four reasons: It’s trying to eat you; you’re hunting it because it’s been eating something or someone else; you’ve stumbled onto its turf, and it feels threatened; or another foe is employing it as a watchbeast. ([Location 199](https://readwise.io/to_kindle?action=open&asin=B07P5F89LJ&location=199))
> Dragons are über-monstrosities with distinctive personalities. They want food and territory, but they also crave two more things: treasure and domination. ([Location 201](https://readwise.io/to_kindle?action=open&asin=B07P5F89LJ&location=201))
> Humanoid enemies (as opposed to humanoids just going about their business) are driven by the things you don’t talk about at the dinner table: politics and religion. They’re social creatures, and therefore their goals are typically social in nature, as are the units they form to bring these goals about. ([Location 210](https://readwise.io/to_kindle?action=open&asin=B07P5F89LJ&location=210))
> giants are über-humanoids. However, while dragons have broader interests than most monstrosities do, giants’ interests tend to be narrower than those of most humanoids, and they’re tightly dictated by their species and their place in the Ordning—the giants’ status hierarchy. ([Location 219](https://readwise.io/to_kindle?action=open&asin=B07P5F89LJ&location=219))
> Undead creatures are driven by compulsions generated by whatever spell, influence, or event caused them to rise from the dead. ([Location 225](https://readwise.io/to_kindle?action=open&asin=B07P5F89LJ&location=225))
> Celestials aren’t just about doing good things—they’re about purging evil influences. Fiends aren’t just about doing bad things—they’re about introducing evil influences, tempting people to do wicked things they might not otherwise do. ([Location 232](https://readwise.io/to_kindle?action=open&asin=B07P5F89LJ&location=232))
> Aberrations, by definition, are beings whose ultimate goals make no sense to us, and for this reason, coming up with decent, plausible schemes for aberration villains can be challenging. Fall back on conventional schemes of domination, and you risk making your aberration into a funny-looking humanoid, for all intents and purposes. An aberration’s behavior has to be weird. ([Location 238](https://readwise.io/to_kindle?action=open&asin=B07P5F89LJ&location=238))
> Constructs don’t have goals, only instructions—specifically, the last instructions they were given. When the instructions no longer fit the circumstances, they sometimes go haywire trying to resolve unresolvable contradictions. ([Location 252](https://readwise.io/to_kindle?action=open&asin=B07P5F89LJ&location=252))
> Oozes don’t have goals either; they’re sub-beasts that aren’t even interested in territory, just food. ([Location 254](https://readwise.io/to_kindle?action=open&asin=B07P5F89LJ&location=254))
> Even an intelligent plant, however, is unlikely to possess any goal beyond survival, self-propagation, and protection of its environment; it simply develops more sophisticated means of pursuing these goals, ([Location 255](https://readwise.io/to_kindle?action=open&asin=B07P5F89LJ&location=255))
> elementals are forces of nature, difficult for ordinary mortals to redirect once they get going. There has to be a sense of out-of-controlness about them, even—perhaps especially—the intelligent ones, like genies. ([Location 267](https://readwise.io/to_kindle?action=open&asin=B07P5F89LJ&location=267))
> Elemental beings of earth want to solidify, to suffocate, to entomb—at least metaphorically, if not literally. Elemental beings of water are the flood, the tsunami—inexorable forces carrying away anything and anyone that’s not tightly secured, whether it be a seaside village or people’s common sense. Elemental beings of air are entropic—they want to scatter what’s ordered, create disarray, rearrange everything, then rearrange it again, the opposite of their earthy complements, which seek to hold everything in place. ([Location 270](https://readwise.io/to_kindle?action=open&asin=B07P5F89LJ&location=270))
> Because of their darkvision, goblins frequently attack under cover of darkness, when their targets may be effectively blinded (attack rolls against a blinded creature have advantage, while the blinded creature’s attack rolls have disadvantage). They’ll also attack from hiding as much as possible, making use of their high Stealth modifier, and doing so in dim light decreases the likelihood that they’ll be discovered, since many player characters will have disadvantage on Perception checks that rely on sight. ([Location 294](https://readwise.io/to_kindle?action=open&asin=B07P5F89LJ&location=294))
> A typical goblin combat turn goes Shortbow (action), move, Hide (bonus action). Because they attack from hiding, they roll with advantage. Regardless of whether they hit or miss, the attack gives their position away, so they change it immediately, because they can. ([Location 299](https://readwise.io/to_kindle?action=open&asin=B07P5F89LJ&location=299))
> a goblin reduced to just 1 or 2 hp flees the scene, end of story. But a moderately wounded goblin (3 or 4 hp) is thirsty and tries to regain the upper hand. It stalks the PC who wounded it, first retreating to a safe distance, then Hiding and moving with Stealth ([Location 315](https://readwise.io/to_kindle?action=open&asin=B07P5F89LJ&location=315))
> Goblins recognize the value of stealth and surprise, and they’re not about to let anyone get the same advantage against them. They make extensive use of alarms and traps, ([Location 343](https://readwise.io/to_kindle?action=open&asin=B07P5F89LJ&location=343))
> What’s most distinctive about kobolds is their Pack Tactics trait, which gives them advantage on attacks when ganging up on a target. That’s the crux of how kobolds ought to fight. Kobold society has evolved to be highly cooperative. ([Location 441](https://readwise.io/to_kindle?action=open&asin=B07P5F89LJ&location=441))
> Kobold melee combat is all about swarming. No kobold will ever fight an enemy hand-to-hand by itself, not even one its own size. ([Location 447](https://readwise.io/to_kindle?action=open&asin=B07P5F89LJ&location=447))
> BULLYWUGS Bullywugs are petty, bad-tempered humanoid frogs, native to swampy areas. The Monster Manual flavor text describes them as “struck with a deep inferiority complex… desperately crav[ing] the fear and respect of outsiders” and says they’ll generally prefer to capture trespassers rather than kill them outright, hauling them back to win favor with their rulers first. ([Location 756](https://readwise.io/to_kindle?action=open&asin=B07P5F89LJ&location=756))
> Now let’s add, based on their 40-foot swimming speed, that they prefer combat to take place near open water: This is their favored method of escape. ([Location 773](https://readwise.io/to_kindle?action=open&asin=B07P5F89LJ&location=773))
> From the bullywugs’ point of view, the ideal ambush location is on ground solid enough to fight on but also near water deep enough to swim in. They’re Medium creatures, so this depth will be at least 3 feet. ([Location 774](https://readwise.io/to_kindle?action=open&asin=B07P5F89LJ&location=774))
> So here’s what round 1 looks like: The bullywugs lie in wait, hidden, at a range of 15 to 20 feet from where they expect the PCs to pass. At the right moment, they spring out of hiding, land next to the PCs, and kick off melee combat with surprise, spearing and biting. In round 2, they keep attacking while demanding the PCs’ surrender—in Bullywug, because they’re too dumb to realize that the PCs don’t speak Bullywug. In round 3, they also keep attacking and demanding the PCs’ surrender, still in Bullywug but louder and more slowly. If any PC gets the message and drops their weapon, the nearest bullywug will grab and grapple that PC and pull them away from the fight, rifling through their pockets and pouches for anything valuable. Bullywugs are cowards. If one is moderately wounded (reduced to 7 hp or fewer), it will leap away, but it won’t flee just yet—it will look for an opportunity to get back in the fight alongside a couple of less wounded allies, and in the meantime, it Hides and repositions. ([Location 781](https://readwise.io/to_kindle?action=open&asin=B07P5F89LJ&location=781))
> Sahuagin are fierce amphibious fish-people who live underwater but emerge periodically to raid coastal settlements. ([Location 896](https://readwise.io/to_kindle?action=open&asin=B07P5F89LJ&location=896))
> When they come ashore to raid, they do so at night, as implied by their 120 feet of darkvision (which also helps them see deep underwater). They can’t come far inland, since their Limited Amphibiousness gives them only four hours of air breathing before they have to return to the water. ([Location 902](https://readwise.io/to_kindle?action=open&asin=B07P5F89LJ&location=902))
> However, sahuagin are not dumb. In fact, their Intelligence and Wisdom are higher than those of the average humanoid. They attack with discipline, in cohesive units, perhaps even splitting up to flank or encircle a group of enemies. They’ll realize quickly when they’re outmatched, ([Location 908](https://readwise.io/to_kindle?action=open&asin=B07P5F89LJ&location=908))
> they’re usually accompanied by sharks. ([Location 913](https://readwise.io/to_kindle?action=open&asin=B07P5F89LJ&location=913))
> Once they see a player character cast a spell, they’ll draw the logical (though not necessarily correct) conclusion that that same PC is the one enabling their allies to breathe, and they’ll focus their attacks on that PC. ([Location 917](https://readwise.io/to_kindle?action=open&asin=B07P5F89LJ&location=917))
> Sahuagin in the water are also more tenacious than sahuagin on land. ([Location 921](https://readwise.io/to_kindle?action=open&asin=B07P5F89LJ&location=921))
> The sahuagin priestess is primarily a support caster that carries no weapon, although she still has a Claw/Bite Multiattack. She always casts spiritual weapon (bonus action) on the first turn of combat, but lacking any useful cantrip to cast along with it, she uses her initial action to Dodge. ([Location 929](https://readwise.io/to_kindle?action=open&asin=B07P5F89LJ&location=929))
> it’s the priestess, not the baron, that’s the de facto leader (whether or not the baron cares to admit it). ([Location 941](https://readwise.io/to_kindle?action=open&asin=B07P5F89LJ&location=941))
> Sahuagin priestesses call a general retreat when they’re moderately wounded (reduced to 23 hp or fewer), unless they’re guarding an important location or object, in which case they defend until they’re seriously wounded (reduced to 13 hp or fewer). Sahuagin barons will always fight until they’re seriously wounded (reduced to 30 hp or fewer), then call a general retreat. ([Location 944](https://readwise.io/to_kindle?action=open&asin=B07P5F89LJ&location=944))
> All hags possess very high Strength and Constitution, and they can do fierce damage with their claws, suggesting that they won’t shy away from toe-to-toe melee combat. ([Location 7389](https://readwise.io/to_kindle?action=open&asin=B07P5F89LJ&location=7389))
> So that they’re not forced to retreat out of range, we can suppose that they fight facing outward, their backs toward one another. Thus, if they’re knocked back, for instance, they fall toward the others rather than away from them. This leaves them vulnerable to being surrounded, but it also offers some protection against flanking, since most PCs won’t want to run right into the midst of the trio. ([Location 7392](https://readwise.io/to_kindle?action=open&asin=B07P5F89LJ&location=7392))
> Oozes and plants are two creature types with one thing in common: Most of them are more “hazard” than “villain.” They tend to lack the necessary mobility, intelligence, and ambition to pose threats beyond their immediate vicinities. ([Location 8259](https://readwise.io/to_kindle?action=open&asin=B07P5F89LJ&location=8259))