Summary

  • Teleportation, like Misty Step, can be a game-changer in D&D combat, giving monsters a surprise advantage.
  • Creatures like blink dogs and meenlocks can teleport and strike unexpectedly, making them formidable ambush predators.
  • Beware of powerful creatures who can charm, age, and teleport, creating challenging and scary encounters.

Between burrow, fly, hover, and swim, monsters in 168澳洲幸运5开奖网:Dungeons & Dragons have no shortage of ways to challenge players with unique movement. However, perhaps the most difficult form of movement to deal with isn't technically a type of movement codified by the game at all: teleportation.

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One reason misty step is lauded by players as one of the best spells in the game is because teleportation solves a litany of problems Player Characters (PCs) might encounter during combat. Restrained by an enemy? Teleport away. Need to reach a high ledge or escape a pit? Teleport to safety. The list goes on, however, teleportation isn't an ability that's just for player use.

10 Boggle

A Teleporting Fire Hazard

A Boggle sat on a pile of skulls
Boggle via Wizards of the Coast

Beginning at the lowly Challenge Rating (CR) of 1/8, boggles have a surprising number of proficiencies, actions, and bonus actions for their ꩵlevel. One of these bonus actions op🌠ens up a dimensional rift within 30 feet of the boggle.

The boggle can then attack through the rift, move through it, or otherwise interact with it. It remains until the end of the boggle's next turn, and no other creature can interact with it. Looking at the boggle's affinity for oil and resistance to fire damage, you've got a very hot encounter brewing if there's a nearby match.

A Good Blinking Boi

A skinny tan blink dog with sharp teeth and ears
Blink Dog via Wizards of the Coast

Taking a slight step up to the CR of 1/4, the blink dog is a hound from the fey with the ability to teleport up to 40 feet. It can also make a Bite attack before or after teleporting. In combination with t🤡heir proficiencies in Stealth and Perception, a blink dog mak🅘es for an extremely capable tracking companion.

A low-level party that becomes the target of a bounty hunter may have to contend with the hunter's very own special blinking boy. Alternatively, a mid-level party might have to go up against a whole pack of these adept creatures.

8 Meenlock

As Rude As They Are Ugly

A close up of a Meenlock, an insectoid human hybrid type creature
Meenlock via Wizards of the Coast

Though they might be fey, most would assume the CR 2 meenlock comes from either the Underdark, the Nine Hells, or the Abyss. These manifestations of fear have a chance to frighten any humanoid that comes near them, attack with paralyzing claws, and can Te༒leport up to 30 feet, as long as they are in dim light or darkness.

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Paired with their high Perception and Stealth modifiers, these abilities make fไor a terrifying ambush predator that can very easily Teleport and drag unsuspecting creatures back to its lair. Once taken back, the captured creature is likely to undergo a ritual by which the meenlocks reproduce: turning their prisoner into yet another meenlock primed for spreading terror.

7 Dryad

Be Nice To The Trees

blue haired humanoid trickster drinking in forest with pseudodragons
Feywild Trickster by Iris Compiet

These beautiful CR 1 fey have an impressive suite of spells including Goodberry, Entangle, Pass Without Trace, Barkskin, and Shillelagh. They also wield a powerful Charm effect. A creature who fails the charm's Wisdom saving throw regards the dryad very highly and is likely to do whatever this charmer suggests.

As if all of that wasn't good enough, dryads also have advantage on saving throws against magical effects and their Tree Stride ability lets them teleport up to 60 feet through two living trees as a free action every turn. Thankfully, dryads usually only harm those who wish to destroy their natural habitats.

6 𝄹 Phase Spider

Ready Your Actions

An Ethereal Spider with white and blue skin
Phase Spider via Wizards of the Coast

The CR 3 phase spider was made popular thanks to a feature on Critical Role's second season. Though it doesn't teleport in the traditional sense, the spider's Etheral Jaunt ability allows it to shift over to the ethereal plane as a bonus action. While on the ethereal plane, there's very little that your party can do to harm the creature.

While on the other side, the spider can then reposition and hide to gain Advantage on its next attack roll. On its following turn, it attacks again with advantage before slipping away to the ethereal once more. To make matters worse, any creature reduced to zero hit points by the spider becomes poison☂ed for one hour and remains paralyzed while poisoned in this way.

5 Succubus/Incub🅺us

The Femme Fatale

A Succubus with red hair, bat wings, horns and claws
Succubus via Wizards of the Coast

Criminally underused, 🎉the CR 4 succubus is a perfect Big Bad Evil Guy (BBEG) for a low-level party during the first tier of play. A slew of skills, damage resistances, languages, and the ability ⭕to fly all make the succubus a difficult opponent to defeat. Take into consideration that the succubus is also a shapechanger and your party may be tracking down this enemy for many sessions.

The succubus also has a Charm ability that can easily turn a PC against the rest of their party. However, the real trouble is any creature charmed by the succubus needs to worry about the succubus' Fatal Draining Kiss which 168澳洲幸运5开奖网:instantly kills a creature reduced to zero hit points by it. As a la♓st resort, the succubus can use its action to flee to the ethereal plane. Talk about hard to pin dow🅷n, pun intended.

4 Ghost

Boo

A decapitated woman ghost blue specter
Ghost via Wizards of the Coast

Also coming in at CR 4, the ghost is yet another monster whose teleportation is by means of ethereal travel. While the succubus can Charm you, the ghost is a much spookier opponent due to its ability to age creatures that can see it by 1d4 times ten years. Creatures aged in this way can only turn back the clock if Gre൩ater Restoration is cast on them within 24 hours.

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Furthermore, while Charm has its limits, the ghost's Possession ability is a straight-up mind control that completely shields the ghost from attacks. The only thing that makes the ghost a worse BBEG than the succubus is that it might be a little bit too powerful for the level at which PCs should encounter it.

3 💙 🔯 Banderhobb

What Is It With Hags?

A frog man with an arm sticking out from a mouth of sharp teeth
Banderhobb via Wizards of the Coast

These oversized CR 5 frog men are usually created by hags or other specially gifted spellcasters who use the creatures to carry out their bidding. The banderhobb only lives for a few days but duri🌳ng its short life span, it cares only about the fulfillment of its creator-given mission which is usually the capture of someone or something its creator desires.

A high Stealth modifier, bonus action Hide, Shadow Teleport, and the ability to swallow medium or smaller creatures whole all mak𒀰e the banderhobb particularly skilled at these tas𒈔ks. If the banderhobb is given a lock of hair or piece of an object belonging to its quarry, it knows its exact location up to a mile away.

2 Mage

Spells Are Cheating

A human mage conjuring magic between his hands in D&D.
Chaos Channeler by David Palumbo

As all D&D veterans know, spellcasters are among the 168澳洲幸运5开奖网:deadliest of enemies. The CR 5 mage often punches well above its challenge rating when played intelligently and a large part of this power comes from the mage's access to the 2nd Level spell Misty Step.

Even when you think you have the mage cornered, all it takes is a bonus action for the mage to once again slip out of your grasp and continue pelting you from range. Fireball and Cone Of Cold are both spells capable of taking out a full party in just a couple of turns. Meanwhile, Greater Invisibility and Shield make the mage very skilled in avo🌟iding damage as well.

1 𓄧 Balhannoth 🎶

Just No

A hairy lump of a Balhannoth with tentacles and fangs
Balhannoth via Wizards of the Coast

The stuff of twisted nightmares, balhannoths are CR 11 aberrations that💮 will have you questioning ever venturing to the Shadowfell or Underdark again. These monsters are often used as guardians in fꦿorbidden lairs as they are very good at splitting a party and devouring a single member before coming back for seconds.

The balhannoth has legendary resistances, legendary actions, and tentacles that grapple and restrain anyone unlucky enough to be hit by them. One of the balhannoth's legendary actions teleports it and any creature it's holding up to 60 feet away. Thanks to a high climb speed, the balhannoth can make this distance even more imposing by clinging to the ceiling of a large cavern or chamber.

Five hundred feet of Blindsight and a high Perception modifieℱr also mean getting past this creature unnoticed 🍒is near impossible. Needless to say, avoid this one at all costs.

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