Monster Analysis: Minotaur-Armanite, Succubus, Incubus, and Quasits

Monster Analysis: Minotaur-Armanite, Succubus, Incubus, and Quasits

Thanks to @HedborgO for this art piece!

Between waking up at 3:00am and reviving Caduceus at dawn, the Nein rolled initiative four times against the demonic scourge of the Abyss. Despite this, we’ll address this whole series as one big battle of attrition.

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Monster Analysis: Succubus and Incubus (Bugbear Hovel)

Monster Analysis: Succubus and Incubus (Bugbear Hovel)

Thanks to @T00t_Sparkle for this art piece!

  • First Appearance: 1-92 Deals in the Dark

  • Encounter Appearance: 2-54 Well Beneath

  • Armor Class 15

  • Darkvision 60 ft, Passive 15

  • Speed 30 ft, 60 ft flying

  • Resistant to cold, fire, lightning, poison, and nonmagical weapon damage

  • Suggested Average, Max HP: 66, 102

    • Incubus: 36 taken

    • Succubus: 60 damage taken

Incubi and succubi are essentially the same fiend; the only difference between the two is their preferred presented gender. Ultimately, this presentation means little value to the fiend themselves, as they will take whatever form is necessary to tempt a target within their dreams toward corruption. After the target of their “affections” falls prey to betrayal of thought, word, and deed, the succubus and incubus can reap their corrupted soul as their reward.

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Monster Analysis: The Four Corners Brawl

Monster Analysis: The Four Corners Brawl

Thanks to @HighScoreKid for this art piece!

*movie trailer voice over* This Horisol, join The Mighty Nein for a tavern brawl of epic proportions, with a cast of characters so intense you’ll have to see it to believe it.

  • An ogre fighter, flying high off of his most recent win, hungry for the taste of human.

  • A tiefling cleric, who was just having a good time here at breakfast.

  • A human monk, sidetracked on her quest for information by the prospect of combat.

  • And an elf monk with a secret so dire its reveal will blow. you. away.

Four will enter, only one will leave. Throw in your ante and sharpen your blades; this is The Four Corners.

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Monster Analysis: Forgotten Empyrean

Monster Analysis: Forgotten Empyrean

Thanks to @BlackSalander for this art piece!

  • Encounter Appearance: The Search for Grog

  • Armor Class: 23

  • Speed 50 ft, fly 50 ft, swim 50 ft

  • Suggested Average, Max HP: 313, 418

  • 726 damage taken, 86 HDYWTDT by Grog

Empyreans are huge humanoid celestials, direct descendants of the gods. When they are in their right mind, they usually consider themselves undefeatable, and cannot ever imagine themselves dying as they proudly fight on in combat. As a result, they will fight fearlessly to the death, refusing to believe the end is coming even when it is upon them. Once they are killed, they are often resurrected by one of their parents unless they have a good reason not to. That good reason could be that the empyrean was corrupted upon venturing to the Lower Planes and turned to evil; evil empyreans are rare, but they occasionally rule as tyrants on the Lower Planes. They also tend to have direct impacts on their environment: when an empyrean is unhappy, clouds rain down salt water, flowers wilt, and fish wash ashore. In contrast, when they are happy, everything goes full Disney: sunlight follows them, small animals frolic around them, and birds sing.

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Monster Analysis: Howlers

  • Encounter Appearance: The Search for Grog

  • Armor Class: 16

  • Speed 40 ft

  • Suggested Average, Max HP: 90, 144

    • Howler 1: 91 damage taken, 5 HDYWTDT by Percy

    • Howler 2: 91 damage taken, 30 HDYWTDT by Vex’ahlia

    • Howler 3: 99 damage taken, 21 HDYWTDT by Vex’ahlia

    • Howler 4: 101 damage taken, 12 HDYWTDT by Percy

Howlers are fiends that stalk the planes of Pandemonium, but they are often found on the Lower Planes as more powerful fiends like to “domesticate” them and train them as war hounds. They respond only to brutal training which forces them to recognize the trainer as the pack’s undisputed leader. The trained pack then follows the leader without question. Both wild and trained packs rely on speed, numbers, and their mind-numbing howl to corner and devour prey. The fear they instill only makes the prey taste better.

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Monster Analysis: Shoosuvas and Rat Swarms

  • First Appearance: 2-52 Feral Business

  • Armor Class 15 (suggested 14)

  • Speed 40 ft

  • Darkvision 60 ft, Passive 12

  • Resistant to cold, fire, and lightning damage (suggested nonmagical weapon damage)

  • Immune to poison damage and poisoned, charmed, and frightened

  • Suggested Average, Max HP: 110, 169

    • Shoosuva 1: 158 damage taken, 10 KO by Beau

    • Shoosuva 2: 135 damage taken, 31 HDYWTDT by Jester

    • Shoosuva 3: 29 damage taken, Banished by Caleb

Shoosuvas were birthed of Yeenoghu, the rampaging demon lord of the gnolls, and are typically bestowed upon the most destructive of gnoll war bands as a blessing. The demon hounds’ fast movement and Pack Tactics greatly aids an ambushing force, while their venomous tails can paralyze any threat that surrounding allies can quickly cut down without resistance.

These shoosuvas were not intentional gifts of Yeenoghu, and instead seem to be regular denizens of the Abyss that lived near a rift in the planes. Interestingly, the second two shoosuvas waited to attack until the second round, only after the Nein dispatched the first one. Their sloth to engage greatly limited their potential for advantage on attacks, though their multiattacks still provided a very legitimate threat to the detectives-turned-exterminators. Their poison still affected Yasha and Nott, but Nott was quickly relieved of the effect before it could be a problem and Yasha’s rage prevented her from falling unconscious to subsequent autocrits.

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Monster Analysis: Kryn Mage and Warrior

Monster Analysis: Kryn Mage and Warrior

Thanks to @nikkidawesdraws for this art piece!

While we got our first taste of the Kryn’s special tools of war back in episode 13 following the collapse of the Zauber Spire in Zadash in addition to the often-used Motes of Possibility from the stolen Beacon, the Nein’s first direct encounter with the Kryn Empire on the front lines of the war provided a much stronger preview for dunamancy, Matt’s new branch of magic, and the individuals capable of wielding it. Despite the disadvantage in numbers, the Kryn soldiers’ use of dunamis to manipulate the battlefield provided a remarkably strong advantage, potentially honed over generations of Beacon use. While full details will almost certainly be unveiled at a much later, unspecified time, we’ve taken the liberty to catalog what we have learned about these new dunamancy-based classes.

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Monster Analysis: Fire Giant Dreadnought

Monster Analysis: Fire Giant Dreadnought

Thanks to larimonium for this art piece!

Fire Giant

  • First Appearance: 1-75 Where the Cards Fall

  • Encounter Appearance: 2-50 The Endless Burrows

  • Armor Class 18-25 (Suggested 18)

  • Speed 30 ft

  • Passive Perception 16

  • Immune to fire damage

  • Suggested, Max HP: 162, 234

  • 43 damage taken, 15 taken as cow

Fire giants rank third in the Ordning, the giant status classification system. Metalworking and craftsmanship drives their society, so it’s in their best interest to live somewhere with easy access to the materials and circumstances required for forging.

The fire giant society that The Mighty Nein stumbled upon has carved out their home on the banks of a river of lava underneath the Ashkeeper Peaks that separate Xhorhas from the Dwendalian Empire. From what Jester discerned, the sentry giants were put in place only recently due to the Kryn’s sudden trespass in the giants’ territory by tunneling through the rock.

Fire Giant Dreadnought

  • First Appearance: 2-50 The Endless Burrows

  • Encounter Appearance: 2-50 The Endless Burrows

  • Armor Class Unknown (Suggested 21)

  • Speed 30 ft.

  • Passive Perception 15

  • Immune to fire damage

  • Suggested, Max HP: 187, 270

  • 0 damage taken

We analyzed fire giants in campaign 1, but the dreadnought the Nein faced is new to the show. Introduced in Volo’s Guide to Monsters, the dreadnought is stronger, but less wise and intelligent than a standard fire giant. Dreadnoughts aren’t crafters, but gain respect in fire giant societies for their superior combat training and use of their massive shields. As the Nein witnessed, dreadnoughts fill their full-height shields with whatever hot, painful substances is nearby when they sense a threat. They use these shields as their primary weapon. The Nein can count themselves very lucky that they never got within Shield Charge range of the dreadnought, considering it was able to destroy a bridge with one strike.

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Monster Analysis: Kobold Colony

Monster Analysis: Kobold Colony

Thanks to @psyk0zap for this art piece!

  • First Appearance: Hearthstone One-Shot (sort of)

  • Encounter Appearance: 2-50 The Endless Burrows

  • Armor Class 12

  • Speed 30 ft.

  • Darkvision 60 ft, Passive Perception 8

  • Suggested Average, Max HP: 5, 10

Ah, the kobold. The starter combatant for so many Level 1 adventuring parties. (Now these guys were cute. ~L) With five of their six main stats at negative modifiers, they’re very easy prey, especially when they’re alone, and they are very aware of this fact. Once they begin grouping up, however, the odds start tilting more in their favor, using pack tactics to gain advantage on their attacks to quickly overwhelm their enemies.

While kobolds can be enlisted as minions for chromatic dragons, kobolds naturally try to live in absolute solitude from any other much more dangerous creatures, happy to toil away for the good of the colony. While they generally grow their own food supplies, a starving colony may turn toward cornered “loud food” for sustenance. However, they can easily be convinced otherwise for offers of power that they think can be used to give them equal footing with the surrounding threats. This is especially true for arcane power. (For more on kobold culture, check out Volo’s Guide to Monsters, page 63.)

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Monster Analysis: Ropers

Monster Analysis: Ropers

Thanks to @HitokiriChibi for this art piece!

  • First Appearance: 2-50 The Endless Burrows

  • Armor Class 20

  • Speed 10 ft., Climb 10 ft.

  • Darkvision 60 ft., Passive 16

  • Suggested, Max HP: 93, 143

  • Roper 1: 158 taken, HDYWTDT by The Mighty Nein

  • Roper 2: 133 taken, 19 HDYWTDT by Fjord

The Nein’s first encounter in the tunnels to Ghor Dranas was a classic combat encounter against a pair of ropers that had disguised themselves as mere stalagmites. We know you’re here for stone-cold analysis, but we’ll be honest: the Stats consensus reaction to the ropers’ appearance was, “NO. Eww. Gross! Gross gross gross.”

(Aw, I thought they were kinda cute. They just want to give hugs! ~A)
(That’s a lie, A. ~Badger)
(Hugs with teeth are not hugs, A. ~L
)

...The general Stats consensus, at least. Spot the Dungeon Master.

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Monster Analysis: Chuul, Deep Scion

Monster Analysis: Chuul, Deep Scion

Thanks to @RecluseArt for this art piece!

  • First Appearance: 2-46 A Storm of Memories

  • Encounter Appearance: 2-47 The Second Seal

  • Armor Class 16

  • Speed 30 ft, Swim 30 ft

  • Darkvision 60 ft, Passive 14

  • Immune to poison and poisoned

  • Suggested, Max HP: 93, 143

    • Chuul 1: 141 damage taken, 22 killing blow by Nott

    • Chuul 2: 96 damage taken, 38 killing blow by Yasha

    • Chuul 3: 92 damage taken, 23 killing blow by Nott

    • Chuul 4: 82 damage taken, 12 killing blow by Jester

The crustacean-like chuul were creations of aboleth, ancient intelligent aquatic beings. The chuul were their amphibious servants, only intelligent enough to follow their commands. Even without the presence of an aboleth to give commands, chuuls operate on auto-pilot, guarding ancient ruins, killing trespassers, and taking their treasures for their hoard. 

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Monster Analysis: Sea Spawn

Monster Analysis: Sea Spawn

Thanks to @mourningcrows for this art piece!

  • Armor Class 11

  • Speed 20 ft, Swim 30 ft

  • Darkvision 120 ft, Passive 10

  • Suggested Average, Max HP: 32, 50

    • Sea Spawn 1: 45 damage taken, killing blow by Fjord, Caleb, and Caduceus

    • Sea Spawn 2: 46 damage taken, 27 killing blow by Nott

    • Sea Spawn 3: 39 damage taken , 8 killing blow by Nott

    • Sea Spawn 4: 36 damage taken, 6 killing blow by Beau

    • Sea Spawn 5: 58 damage taken, 34 killing blow by Caleb and Jester

Sea Spawn are created from beings that find themselves in over their heads (heh) in the ocean, but have their lives spared by creatures that live below… but not for the benefit of the drowned. As Caduceus discovered, sea spawn aren’t undead because they were never allowed to die. These individuals are transformed into sea spawn, humanoids with a variety of aquatic mutations, cursed to live out their existence underwater at the behest of a greater being.

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