D&D: Five Monsters Perfect For Scheming

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Some monsters are tailor made for cooking up intricate webs that will ensnare any adventurers who stumble upon them.

Monsters fill a wide variety of roles at any tabletop. There are brutes who can hold off an entire party in single combat (for about three rounds). There are heavy-hitting magical monsters that can deal a ton of damage to a party (again, for about three rounds). But some monsters were made for more than just what they do in combat. Some are suited to being the mastermind behind it all.

Rakshasa

Rakshasa are quite possibly the single most schemiest monster in D&D. They are described as masters of manipulation who are adept at trickery and infiltration. A single rakshasa can potentially be the mastermind behind several plots working at once, thanks to its abilities to disguise itself with illusion and read the minds of its hapless pawns.

Of course, it’s no slouch in combat either. Capable of incapacitating and frightening foes, as well as delivering a cursed touch, a rakshasa can hit parties where they really hurt, robbing them of the ability to benefit from short or long rests. This can turn any fight into a battle of attrition that, for once, isn’t stacked in favor of the PCs.

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Aboleth

Aboleths are one of the more terrifying monsters in D&D. They’re ancient evils that have existed since before the gods, even. Their perfect memories stretch back in time, reminding them of every insult to be repaid. Of every weak minded fool that fell for their mind control and ability to turn humanoids into translucent skum that then become servants and instruments of the aboleth’s will.

And they can’t be killed either. Just sent back to the far realm. But with long reach and even longer memories, you never know when one’s schemes might be coming back to haunt you.

Arcanoloth

Much friendlier, sort of, are the Arcanoloths. These fox-headed fiends prize themselves in knowing all sorts of secrets. Their schemes are usually either to acquire secrets, or leverage said hidden information to their own personal benefit. If you want a scheme that can press upon the players without necessarily it being like “and now mind control” then an arcanoloth is a great tool for that job.

Kuo-Toa

Kuo Toa might seem like a weird choice for a scheming monster. These fish people live beneath the ocean and delude themselves into creating new divinities with nothing but an almost orky power of belief. They’re sort of the weird little guys of the ocean realm, but they do like to murder. But where they come in handy for schemes, is they are the perfect reason to create a “deity” (could be anything from a statue to a fae with a bit of bloodthirst) that then weaves intricate plots that involve a lot of kuo toa kidnapping, raiding, marauding and more.

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Pixie

Finally, pixies. Sure, they’re technically good-aligned, but that doesn’t mean they won’t play some sort of elaborate prank. Not all schemes have to be an evil plot. And pixies are a great reminder that you can be absolutely malicious without being overtly aggressive or even trying to get everyone killed.

Just normal fae trickery is perfect for any scheming D&D monster. And pixies are an embodiment of that.

What are some of your go to monsters when you need a schemer?


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  • Source: Bell of Lost Souls