The first round of combat almost always elicits an air of excitement from players and Dungeon Masters alike. But whether or not that electrical charge remains after rounds two, three, or five can rest on whether the DM is able to consistently raise the stakes for their players and the NPCs squaring off against them.
While many of the dangerous creatures in the Monster Manual or other sourcebooks come loaded with incredibly nasty abilities that can terrify your players when appropriately used, here are a few fun monster tactics you can lean into that'll make combat more engaging.
A Note on Challenge Rating
Some of these tactics may drastically increase the difficulty of these encounters, even if the challenge rating matches the party's level. If your players are struggling with their encounter, consider letting them retreat and devise a more tactical strategy to approach their foes next time!
- Slow-Moving Pincushions
- Exhaust Exhaustion
- Disarming Disengagements
- Flyby Night
- Shadowboxing
- False Senses of Security
1. Slow-Moving Pincushions
Use difficult terrain and ranged attacks to make pincushions out of the characters. Perhaps the party has been ambushed by bandits, one of whom is a mage capable of casting spike growth. Open the enemy's turn by having the spellcaster center spike growth on your party, and then have the rest of your baddies launch a volley of arrows at them from afar.
If your players want to get out of the kill box, they'll have to find a creative solution or endure 2d4 piercing damage for every 5 feet they run. If you're feeling merciful, entangle or plant growth achieve the same effect but are slightly more forgiving in terms of damage output.
2. Exhaust Exhaustion
In Dungeons & Dragons, if your character takes enough damage, they could die, and you don't want your beloved character to die. This is the dramatic underpinning behind every combat. But damage is not the only way a character can die. Exhaustion is a condition that, if used properly, can severely hamstring the characters and eventually cause death. This is a tactic that cunning adversaries can employ to demoralize and disorient your players without ever doing papercut's worth of damage.
There are six levels of exhaustion, and every time a player takes one, a new adverse effect stacks on top of the last. When a character reaches six levels of exhaustion, they die immediately. Additionally, only one level of exhaustion is removed by a long rest, so if a character suffers two or more levels of this effect, they will need days of rest or some greater restoration spells to recover.
Exhaustion Levels
Level | Effect |
---|---|
1 | Disadvantage on ability checks |
2 | Speed halved |
3 | Disadvantage on attack rolls and saving throws |
4 | Hit point maximum halved |
5 | Speed reduced to 0 |
6 | Death |
A splash of sickening radiance can dole out levels of exhaustion to anyone caught within its 30-foot radius sphere. Arrows or blades dipped in special poisons could also be a sneaky delivery mechanism for exhaustion. Dogged enemies could even chase down your party for nights on end, denying them the benefits of a long rest.
3. Disarming Disengagements
Give your band of brigands Disarming Attack from the Battle Master fighter archetype and the Cunning Action ability from the rogue's kit. Remember that you can pick up one carryable item per turn with a free object interaction. Have your cunning cutthroat use Disarming Attack on your player, forcing them to make a Strength saving throw. If they fail, they are forced to drop one item of your choice that they're holding. You can then have your rogue pick up the dropped weapon from the ground and Disengage, robbing them of their weapon and their opportunity attack.
Sure, this would be frustrating for fighters or barbarians losing their precious melee weapons, but remember: It's a Strength saving throw. There's a decent chance your melee fighters will make the save. Your spellcasters, on the other hand, may find it difficult to cast spells if their component pouch, arcane focus, or divine symbol is knocked out of their hands and taken from them, as they are likely to have a low Strength score.
Additionally, you can be more sneaky about disarming your players if you want. Keep track of your players' passive Perception and have a Thief rogue sneak up on them in the heat of battle. Roll for Stealth and Sleight of Hand for your crafty little thief with advantage because their target is distracted by combat. If both rolls are higher than your player's passive Perception, you could rob your player without them even knowing.
This could lead to an impactful and terrifying reveal for your spellcaster when they proudly declare, "I take out my wand and I cast fireball!" And you say, "Well, actually, you reach for your wand, and you suddenly notice it is missing, and from above, you hear chuckling. You look up and see a goblin hanging from the rafters, happily picking their teeth with your wand."
4. Flyby Night
Flyby is a dastardly mechanic in D&D. It allows for a creature to attack from above and fly away without provoking an opportunity attack. If the characters are getting pecked at from above, there are only a handful of options they can lean on. Most player characters don't have access to flight, and even if they do, they have to catch the flying monsters first. They can try ranged combat, or they can Ready their melee attacks and swing as a reaction when it makes another dive, but even then, they only get one shot at a time (even if their class grants them multiple attacks). The nuclear option could be attempting to ground the creature with a grapple, or even an extremely situational spell like earthbind. But what do all of these counters have in common? They rely on line of sight.
So what if your flying creatures possess darkvision, such as a gloamwing or a druid Wild Shaped into a giant owl, and they decide to swoop down on their prey in the dead of night? You could put your players in a terrifying position where the enemy can see their characters, but they can't see the enemy.
The most diabolical version of this flyby night ambush, in my opinion, would be to use a flock of spined devils, who are capable of even seeing through magical darkness and have magic resistance. Unless all of the characters possess darkvision, they'll be forced to find a way to illuminate the battlefield before they can even begin to hack away at them. If any of your savvy players bust out the light cantrip, or light a torch, have your spined devils focus fire on them from afar with their Tail Spines. Or, if your spined devils are accompanied by an infernal warlock, or a devil-conjuring wizard, have them cast darkness over your party since the spined devils can see through it regardless.
5. Shadowboxing
Continuing with the theme of employing darkness as your ally, a sudden nighttime ambush from a band of shadow monks can be as disorienting as it is deadly. The Way of Shadow monk subclass yields an incredible ability that allows a monk to effectively teleport up to 60 feet from one shadow to another, and they get advantage on the first attack they make after using this feature.
One or two shadow monks can easily seem like five or six attackers if they're in dark or dim lighting, and especially if they choose to fight in close quarters. They need only be able to see where they're teleporting, so if they have darkvision, they could punch-punch and then teleport to a shadowy space in the rafters as a bonus action.
6. False Senses of Security
Anytime you see a creature with the False Appearance trait, take note, and consider using it as a sort of living trap set for the players. While motionless, creatures with this trait are indistinguishable from benign objects, so unless you have a paranoid player who is actively looking for evidence of, say, a mimic, gray ooze, vine blight, or rug of smothering, you can just describe the object as it appears and provide absolutely no other hints about its true nature.
When used as a defensive measure by a creature, gray oozes are particularly nasty because they corrode metal with every touch and will eventually break it. A creature could lure your party into a fight with multiple oozes, causing their weapons or armor to dissolve, rendering them much easier to pick off one by one.
Keep It Scary, But Solvable
You don't need to have elaborate encounters to spice up combat; you just need to pick a specific tactical gimmick and lean into it. That said, don't purposely build every encounter to be deadly and demoralizing. Your players are there to have a good time and live in a power fantasy. You should give them that! Especially if that group has approached an encounter in a creative and intrepid manner.
Highly organized and tactically sound enemies should be used at the right moments. For your average D&D group, try balancing every nightmare mode encounter with at least one or two less difficult encounters so they can feel the heroes they are meant to be. But if you have a table full of experienced pros who crave a challenge, exploiting a few well-chosen tactics can be all you need.
If your players feel just as exhilarated at the end of an encounter as they do at the beginning, congrats, you've won D&D.
Kyle Shire (@kyleshire) is a contributing writer to D&D Beyond and a producer for Critical Role. In the past, he worked as a producer, writer, and host for Machinima Studios and Warner Brothers Interactive Entertainment. He's appeared on HyperRPG as the Mayor of Kollok and the Saving Throw Show. He currently lives in Los Angeles.
You evil bast... just... I don't have words for how brilliant... This would be a bastard to set up but so satisfying!
thanks for share this
cool
Tactic #7: Have your monsters call on the Pinkerton Detective Agency to raid your players' actual houses in real life.
Yes actually, I have the mimic outhouse miniature
1- well, really depends on the party, I barely see anybody using scrolls, they are one of the most underused items in the game as it takes too much time to create them and are not worth the money
2 - no, these are the actual 2014 PHB rules
3 and 6 - I couldn't aggre more with the extension of do not even do the stealing to your friends, as there are way more creative ways to fck 'em up that they will enjoy. I've always found mimics cheap and uncreative.
4 - Well, you seriously underestimate flyby attacks. I had a Deathpact Angel flying in and out of a tower room while keeping the party in magical Darkness. The single boss nearly killed a party of 5 level 7 characters just by attacking without using its other abilities as they couldn't even hit it for like 5 rounds by readying their actions. I took that much time for them to figure out a tactic and organize themselves to fight back as it is a really scary and stressful encounter. This can be even worse if the monster has 10 feet reach on a tailsting or something. For higher levels take any kind of adult shadow dragon ambushing them at night in the forrest, and they won't sleep IRL for a week after.
I see a lot of “Need Encounter Help? Here’s Some Tactical Gimmick” articles and man do I dislike them.
Some dead guy once said “Strategy without tactics is the slowest route to victory. Tactics without strategy is the noice before defeat.”
If you want SPICE in your fights then you need come up with a strategy/battle plan and actually play your monsters to achieve that battle plan. As a DM you need to both Play-to-Win and Plan-to-Lose. Play your monsters like they are competent but then also look at what you are throwing at your party and make sure that the party has options for escape, tactical victory, or negotiation.
Gimmicks are a good short term spice but they get old so very quickly. Find me an article that discusses more in-depth TTRPG strategies and ways to balance encounters against parties where you (the DM) can go all out while also keeping you party’s tactics and choices relevant- THAT’ll be a good article.
The Monsters Know what They Are Doing, both the website and published books.
Yeah, I know and have read those. Keith Ammann is great. Also those aren't quick articles. Most beginner DMs are going around youtube, facebook, reddit, dndbyd looking for help and now there going to look at suggestions 1-6 and think "yeah, i should never let my party rest and just keep racking them with exhaustion, then send bandits to steal their loot and have gray oozes destroy all their armor. Follow-up, why are my players no longer showing up to my sessions???"
Ha ha
100%. I can't recommend his books enough. And he breaks down clearly how he determines those tactics by simply reviewing the ability scores, so if you have a monster/enemy npc you that he does not cover, you have a solid basis to determine a strategy on your own.
A few notes in response to the posts about never stealing from your players. NPCs stealing from PCs absolutely has a place in D&D. I think the most important thing is to agree that nothing should be overused or happen without an opportunity for the players to respond in some fashion.
For example, your PCs reach for a needed item during a major event only to find it gone. No explanation is given until the DM relents after seeing frustration and says something like, "Do you recall that shady dude at the tavern you visited three days ago? The night you all got drunk?" Yeah, stuff like this will PO most groups - friends or not.
That said, lifting a bit of loot from your players CAN result in a fantastic session if you set it up correctly. With the above example, give them a few hints, like the shady dude is caught eyeballing the wizard, but at her pouch, not her eyes. Another way is, let's say, the NPC thief manages to lift her pouch of components. Have the team make perception checks, with success meaning they see the shady dude quickly leave out the back. Last opportunity, that night, when the wizard prepares to go to bed, they discover their pouch missing. All of these allow for the party to react to recover the lost item.
Plus, it doesn't have to be combat, I have had set-ups where the Thieves Guild has intervened, leading to diplomacy and RP. Or perhaps the Guild exchanges the item in return for a favor/task.
My most memorable session where the PC's got pickpocketed was when they encountered a pack of playful sprites. The group was delighted by the playfulness of the fey creatures who delighted in tasting their food and drink etc. I had some of the sprites be fascinated with the group's "Shinies". Eventually, the sprites fluttered off only for the players to discover some of their items were missing - nothing vital but some valuable and some near worthless. The sprites and party being good aligned meant the players had to be clever in how they got their valuables back. This was years ago, and they STILL talk about how much fun that was. Sprites are now the in-joke!
My point is, with the right touch, NPCs stealing from PCs can result in a fun and memorable adventure.
Both of these posts are the ones that everyone needs to read. Some of the tactics mentioned in the article aren't too bad if used in moderation, like the flying enemies or encountering an ooze/mimic that's about to ambush someone. However, these tactics should not be used often; making your players feel paranoid or useless is never a good thing, and I say that from a player's point of view. If you want to challenge them occasionally, that's completely fine and often fun, as long as it's fair.
Having said that, some of these are downright mean, and I'm really wary of some of the posters here who have responded with enthusiasm for the effects these tactics will have on their players. You should not make your players your enemies, but a few of these will do that, and very quickly. Stealing your players' items and causing exhaustion frequently are bad, bad, bad. Even using Caprichaun's post as a guide for how to steal from PCs, I still think you need to be careful. I don't think something like this should happen but maybe 1-3 times in a campaign going from level 2-12, unless that campaign had a heavy intrigue/crime theme.
Recently in my campaign, my DM - who I honestly think is the best I've ever played with, but he's still human - took away my bow (not arbitrarily, there was an RP reason for it). I play an arcane archer (spare me any snide remarks, I'm not an optimizer), so losing that bow didn't just cost me the ability to do decent damage, it meant that I couldn't do anything. I couldn't access any resources or use any traits at all; I was completely useless for about 2 hours. Given that it was a boss-combat session that lasted the whole 4 hours, it was very unfun for me. I didn't end that session feeling like I'd accomplished something challenging, I felt like I had barely survived and that I hadn't had much of an impact while my team was basically down a player.
Gaslighting a party into thinking mimics don't exist is a f*cking atrocious idea: A) It's gaslighting, you should already know that this is emotionally manipulative; and B) mimics already are scary because unless they're encountered regularly (they shouldn't be, see my above arguments), the party probably isn't checking for them. An gelatinous cube that is keeping still is playing to its strengths already, which is good DMing, so why are you trying to make the party believe these things don't exist? Basically, you're being unfair. Combat and encounters can be hard without being unfair. Drop a few hints here and there, make them subtle; this gives players an opportunity to pick up on what might be coming and adjust. Them adjusting should be rewarded by not being surprised or ambushed; that's good gameplay and it strengthens the idea that the players can trust you. If they don't adjust, you can point to the clues you provided as evidence that you're keeping things level, and that this is a growth opportunity for them: "If you're hell-bent on smashing through all challenges without thinking, there might be consequences". You should not try to trick them just because you want to scare them, they will not like this at all. They'll trust you less and might not come back to the table. If my DM did this to me, I'd leave then and there. The difference between caution and anxiety is subtle but important; paranoia is not fun, EVER.
DMs should also be able to enjoy their time at the table, but you need to remember that you have a responsibility that your players don't necessarily share: you have the power to do anything in that world, so use that power responsibly and fairly.
Try pulling that Disarming Disengagement crap with your table. You'll be DM'ing for nobody in short order.
If you like giving your players headaches Boggles and quicklings are an absolute nightmare to track if they're just going around causing chaos unless your party is very prepared or very lucky. Nothing like fighting an enemy who creates a portal using the gap in your tent to get in, coat the heads of their weapons in sovereign glue before climbing onto the roof of the tent to throw beehives or something similarly annoying. In a similar vein, a character who can run 60 feet into your camp, throw a bunch of cutlery at your fragile caster and then run 60 feet away again all in one turn could cause a headache greater than the expected CR. (If you wanted them to be more of an actual tactical challenge you could use them to try draw the party together as they chase right into a goblin sorcerer with a necklace of fireballs which the quicklings can evade). There is the chance that through luck, the right skills or clever planning these ideas fall apart though (these are low CR creatures with minimal health, abilities to massively increase chance to hit or deal partial damage on a save which isn't dex will probably tear these guys to bits, something like spirit guardians would effectively screen off an entire area of the battlefield causing the creatures to have to try go around it). If the goal is just to mess with the players in a more whimsical way, a group of fey aligned goblins led by a nilbog could just have some funny traps and things to try get the players to poke the nilbog.
1. Yup but they may have multiple effects down causing the party to choose which to remove first. Prepared minions of a lich or ancient dragon might even have a scroll of counterspell to keep the odds in their favour for another round.
2.Exhaustion is legit, the 6 stages to death version has been in 5e since the start although the 10 stage penalty version is ua.
3. I disagree. Stealing small things like a favourite fork or 2 silver pieces is a great way to seed suspicion in a party that is getting burgled by kobolds who are storing their shinies under the floorboards. Stealing something more critical in combat like a weapon or spellcasting focus is also fine provided the character recovers it by the end of the encounter and the character can still contribute in a meaningful way. Finally, stealing something big like a magic item or McGuffin can create a secondary antagonist and a new side mission for the party to recover the item. It's important to remember to do this in a way that it doesn't seem unfair and not to overdo it. If the theft fails and the party catch the thief, don't try again unless it feels thematically appropriate as the party is fighting a thief lord or something.
4. In my experience flight is not that prevalent and certainly not partywide in early levels. Therefore flying enemies can be used to create a dilemma by retreating as flying characters pursuing without the ground based members of the party run the risk of being isolated or letting the enemy escape. In terms of tactics, flight can be hugely useful for bypassing the frontline to get into melee with ranged characters forcing a change in prioritisation (is it really worth taking the shot at the spellcaster now you're making ranged attacks at disadvantage?). Small groups of weak fliers like imps or eagles could mob a character like a bard or cleric to prevent them from repositioning to support the party for risk of opportunity attacks. In terms of strategic reasons why an enemy with a ranged attack might return to melee, you may notice that most statblocks with a ranged and melee weapon have the melee weapon doing more damage. In a caster heavy party where there's no risk of a greatsword to the face it can be worthwhile to get in the extra damage and make the usage of aoe attacks much more likely to incur friendly fire. In terms of stronger fliers such as dragons, they can compliment the flyby abduction by taking their captive high before unleashing their breath weapon on the party as they hold their ranged attacks for concern of causing their ally to drop.
5. I believe you are correct rules as written but I don't think it would be unfair to say you might temporarily lose track of the monks in the same manner you might lose track of other characters using teleportation in a battle if it breaks line of sight thus meaning that the 4 attacks against your party might have been two monks or four who didn't use their extra attacks to create overconfidence. If that doesn't satisfy you, it's always possible they could forego the bonus action teleport and take a rogue multiclass to hide after making their attacks as a properly prepared ambush could be operating under darkness, silence and pass without trace (which is brutal in the rogue multiclass).
6. Yes. Sometimes that can be a fun thing though. Everything in moderation after all. Besides, sometimes you need to shake up the complacency by giving them a well illuminated chest in a dungeon which is covered in viscera. It's just a normal chest but the mimic resembling a lit torch right above it is a messy eater.
Go for the double bluff. There's a Gelatinous cube following the party cleaning up their kills. Oh and also the helpful NPC guide was an Oblex all along spreading rumours and pretending to be the mimic to lure in adventurers worth impersonating. Roll initiative.
Consider using the UA version of Exhaustion from the first One D&D playtest. It has 10 levels of cumulative -1 to their d20 rolls, and 11 exhaustion is lethal.
in my game, I consider HP to be more like stamina, and getting knocked to 0 is when you take a significant wound. It fits with the ability to use hit dice, or to recover all HP with a long rest. On the more challenging side, getting knocked to zero gives a character an exhaustion level, and while incapacitated in this way, they start making CON saves every round. The CON saves replace death saves, and every failed CON save while at 0 HP causes another level of exhaustion. They don’t die at 3 failed death saves, but because each exhaustion causes a -1 to every d20 test, including the CON saves, it can be a slippery slope.
I sometimes offer a devil’s bargain if a player wants to use a limited resource an extra time. For example, a barbarian is out of rages, but they need one more. Using Survival or Nature, they recognized and collected a mushroom which will give them the rage effect when consumed, but once the rage ends, they take an exhaustion level. I might consider letting a spellcaster use an additional spell if they burn an expensive component and one exhaustion level per spell level.
As mentioned, each exhaustion level causes a cumulative -1 to every d20 roll. It also causes -5 feet to movement, which means that a character can get to the point that the character needs to use their action to dash just to be mobile.
Exhaustion still recovers at the normal rate of 1 per long rest, but all HP healing is halved while any exhaustion levels remain.
So it’s easier to remember without a chart, it stops the silly Tubthumping Effect (look up the Chumbawumba song), and it simulates actual injury without the body horror stuff. It allows characters to push their limits a bit, but also makes magical healing more important because there are consequences to dropping to zero HP.
I like that. I run a semi-realistic campaign style and this extra mechanic fits right in.
I agree, none of these tend to fall into the category of "fun". Using dynamic battles with new enemies in waves, dangerous terrain, or some way of using puzzles in a battle would be much better. Through experience, it's much more fun to clobber a difficult enemy at lower levels than to be surprised when a goblin or two result in a tpk.