displacer beast and cub evolving monsters tactics

Displacer Beast: Evolving Monsters D&D 5e DM Workshop

Displacer Beast featured image is a combination of images credited to Wizards of the Coast’s D&D 5e Monster Manual and The Wild Beyond the Witchlight: A Feywild Adventure.
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Hello and welcome to this Displacer Beast edition of Evolving Monsters, where we look at monsters in the 5e Monster Manual and tweak them to make them more interesting. Today we’ll be looking at Displacer Beasts and how they interact with others in the planes and how they can become a detailed part of any world’s lore.

Displacer Beast

The Displacer Beast is a classic, popular monster within Dungeons and Dragons. It has become a staple of low-level encounters because of its cool factor, but it can be useful at higher levels, too. Let’s explore how!


Ambush Hunters

In the most basic of terms, the Displacer Beast is a magically enhanced variant of a large jungle cat, similar to jaguars and leopards, with the social structure of Lions. It is to these magnificent animals that I’ll turn to, to base the behavior and hunting tactics of the Displacer Beast. Solo hunters and large cats particularly tend toward ambush tactics and isolation of weak targets. This is expounded in the Monster Manual for 5th edition D&D where they indicate that the beasts sometimes hunt in small packs and love to kill for sport. This is a fun addition that allows the Game Master to build scenarios outside of typical “big cat” behavior.

On top of that, they are intelligent enough to understand spoken and written language, and will likely avoid conflict if it means that they would be fatally wounded. This makes the displacer beast one of my favorite encounters to run in the low-tier levels when many players are still figuring out tactics and where to put their hands when it’s not their turn.

Ambushes, mobility, and stealth are the name of the game when it comes to developing tactics for encounters using Displacer Beasts. Developing this in a mechanical sense, I propose adding several base abilities to the ambushers and the already natural abilities presented in the Monster Manual. While this can seem overwhelming just looking at it, the abilities are designed to work with each other symbiotically and will make for a better, challenging, and more engaging combat. There are a few abilities proposed that will significantly change the lore of Displacer Beasts in any setting; these abilities can be omitted if they do not fit the flavor of a setting.

Ambush Pounce

A master ambusher, the Displacer Beast can kill enemies before they can react. If a Displacer Beast moves 20 ft or drops at least 10 ft towards a creature then hits it with an attack on that turn, the creature must make a DC (8+Strength Bonus+Proficiency Bonus) Strength Saving Throw or be knocked prone; if this happens, the Displacer Beast may make a Bite or Claw attack as a bonus action.

Cunning

The grace of a big cat flows in the veins of the Displacer Beast, allowing it to move in and out of combat with ease. As a bonus action on its turn, a Displacer Beast can take the Dash, Disengage, or Hide action.

Detect Conjuration

Displacer Beasts are adept at seeing the locations and destinations of conjuration spells, particularly teleportation spells. The creature is treated as always having detect magic active only for conjuration magic. It can detect the use and location of teleportation spells that have been used recently (Spell-Level multiplied by 10 minutes; i.e. a level 2 misty-step would linger 20 minutes, but a level 7 teleport would linger 70 minutes). Additionally, it knows where the actual (not intended) destination of the spell is if it is within 500 ft of where the spell was cast, it knows the direction and distance if greater than 500 ft.

Fey Creature

The many creatures of the Feywild have built up natural resistances to the magics that call the plane home. This creature has advantage on saves against charm and charm effects.

Specialized Grappling

Displacer Beasts specialize in removing the weak from the herd. 

  • If a medium-sized or smaller creature is hit with a tentacle attack it needs to make a DC (8+Strength Bonus+Proficiency Bonus) Strength Save or be grappled by the Displacer Beast; if it is already grappled, then the creature is restrained instead.
  • A Displacer Beast may move normally if it is grappling or restraining a medium-sized creature or smaller.
  • While the Displacer Beast is grappling or restraining a creature, it may only use its bite or claw attacks as an attack action.
  • (Bonus Action) Rend – If the Displacer Beast has a creature restrained it may use a bonus action to attack with both tentacles. This is a single attack that deals double the damage of a tentacle attack.

Teleportation Echo

Displacer Beasts can ‘chase’ after teleportation spells. If a teleportation spell is cast within 10 ft or while the Displacer Beast is grappling or restraining a creature, and the ending location of that teleportation is within 500 ft of its current location, the Displacer Beast may use its reaction to also teleport with that creature and maintain any conditions that it is imposing. If the Displacer Beast is grappling a creature when it follows a different creature’s teleport spell, it drops the original creature.

Twilight Camouflage

The fur of the Displacer Beast displaces the creature’s actual location and is impossible to see in certain conditions. If the Displacer Beast is in dim light or darker, they are treated as being invisible if they’re more than 30 feet away from a creature that doesn’t have darkvision or is beyond the darkvision range. They have advantage on all stealth checks when in dim light or darker and may attempt to hide even if they don’t have cover.


Origins of the Six-Legged Terror

According to page 81 in the Monster Manual, Displacer Beasts are originally from the Feywild. They were trained by malevolent fey for hunting other creatures indiscriminately. When they inevitably escaped capture, it was the good fey that used Blink Dogs to push them to the brink of the Feywild, where many crossed into the material planes, displaced from their homelands. For this reason, in the areas where you are likely to find a pathway into the Feywild, you would also likely find a disproportionately large population of Displacer Beasts.

Due to the displacement abilities that their coat of fur has, they’re aggressively sought after by monster hunters and trophy collectors alike. Cloaks made out of their hide are considered an excellent defensive boon in combat situations and can signal high status in many social encounters. Some societies may even consider hunting down and killing a beast part of becoming an elite warrior.


The Life of a Magically Altered Jungle Cat

Time spent in the magic of the Feywild forever altered the big cats that originally found themselves in that environment. While they are very similar physically to their more animalistic cousins, through magical enhancement by just living in the Feywild, the Displacer Beast has found itself still at the top of the food chain. The six legs, a strong whip-like tail, and powerful spiked tentacles all add to the physical prowess of the creature. However, the greatest advantage the beast has is its displacement ability, naturally garnered from its hide, making it seem like it’s occupying the space close by.

When it is a cub, the Displacer Beast learns the rules of the game, that its natural ability to be where others might not expect makes it a powerful hunter. They learn that this power can feed the fear surrounding their existence and they, at times, will need to kill for the sport of it to feed the myth around their territory. By the time a beast is fully grown, it understands the need to keep more powerful creatures out by killing those that would hurt them. They accomplish this when their rivals are weakest.

Pride Structure

Displacer Beasts organize themselves similarly to the way that lions do. They form prides led by a strong male/female pair. Juvenile males will strike out on their own to avoid any conflict with the leading male, and generally, solo displacer beasts are younger males looking for a new pride. Some of these groups are “domesticated”  by the malevolent Fey but many Displacer Beasts remain wild. As with lions, the females do most of the hunting in the pride, while the males maintain territorial claims and fight off any potential usurpers.

Certain Fey have learned to use Blink Dogs to help drive the Displacer Beasts from the Feywild, and many groups of displacers have learned to move on when a hunting party catches wind of the location of a pride. This constant migration will sometimes result in a pride accidentally moving into one of the material planes. Displacer Beasts’ abilities dwindle rapidly while away from the Feywild. Within 2-3 months of leaving, they lose the enhanced strength and teleportation echo abilities.


Physiology of the Feytiger

Extra limbs aid the creature in moving around the world that they inhabit, typically heavily forested areas with an abundance of smaller rodents or birds that are very easy to catch using their long tentacles. They hesitantly won’t overhunt the smaller fauna as they understand the need for balancing the ecosystem to sustain their pride, although they will normally cull all fauna when leaving an area if given enough time. However, they love challenging their prowess. They intentionally try to kill the more powerful creatures of the area. The two extra legs that they have, give them an advantage when running and climbing through the forests.

The two spiked tentacles, while useful for hunting and killing, act as an aid when moving through the branches of trees. They make it possible for the beast to easily move up or down the levels of more dense jungles with ease, by hanging from or reaching and grasping large branches. The extended reach of the beast makes it a powerful skirmisher when attacking and it will typically only attack with its tentacles if given the option.

The Displacer Beast uses its magically evolved fur in combat. It’s the fur’s displacement effect that is the namesake of these magical monsters. Even cubs exhibit the ability to alter the perception of their location through the use of their magical hide. This innate ability remains with them for the rest of their lives, even if they find themselves on any of the material planes. As the displacer beast grows to an adult in the Feywild, the magic begins to absorb into their being and they begin to manifest additional abilities that many of the civilizations of the material planes have never documented.


Displacer Beast Stat Blocks

These versions of the Displacer Beast add to the monster’s ecology and tactical range. Learn how they fit into the tactics of the pride and how they effect the environments they choose as their hunting grounds.

Material Plane Displacer Beast

This most resembles the basic Monster Manual version of the Displacer Beast.

displacer beast statblock material plane

*Full description found previously in the article

**Full description found in MM pp 81

While this is essentially a direct pull from the Monster Manual pp 81, I added in some of the new abilities listed above which will not increase the CR. Generally, this stat block is a stand-alone low-tier boss or sub-boss. This would be a quick clean-up even for the most basic adventuring groups. One person in the party could lose a lot of HP or reach 0 hp early in the fight. Targeting the most vulnerable of the group and ambushing will be your most useful tactic, and waiting for the party to rest and eliminating a sentry would be preferable. This could also work well for a mid-tier minion for a more notable encounter. Note: I didn’t include the advanced grappling, ambush pounce, or teleportation echo for this variation.


Feywild Displacer Beast

The Feywild Displacer Beast can move the more squishy members of the party away from any potential healing combined.

displacer beast statblock feywild

*Full description found previously in the article

**Full description found in MM pp 81

Now we’re looking at something that will truly be able to take out at least 1-2 people in a low-tier party. It deals extra damage from the Rend ability with the option to pursue escape attempts. More vulnerable casters would have a difficult time surviving one of these creatures, and more than one would be a difficult fight for even mid-tier parties.


Alpha Displacer Beast

The Alpha Displacer Beast adds a few more specialized abilities to support encounters for a full pride. They create a substantial challenge for high-tier parties.

displacer beast statblock alpha

*Full description found previously in the article

**Full description found in MM pp 81

***New ability described below

Fey Paragon

This Displacer Beast rises to its apex and as a channel for the Feywild’s magic. This creature is immune to the Charm condition.

Fey Spirit

The Displacer Beast channels the Feywild and its ally’s benefit. At the beginning of its turn, allies within 60 ft of this creature may reroll any save to end ongoing effects, spells, or conditions on it. This only includes effects that allow a saving throw to reroll to end an ongoing effect. A creature may reroll a save even if the conditions would not allow it (for example; a charm monster spell).

Hunting Shroud

The Alpha Displacer Beast is a paragon of the Feywild. Even its presence on the material plane carries echos of its home. The area around the pride is an extension of the Feywild. Everywhere within 20 miles of the pride’s base location has the following effects:

  • Permanent Twilight: The light in the area never gets brighter than dim light.
  • Disorientation: It’s easy to get lost in the area. Any creatures in the area must pass a DC (8+Alpha’s Proficiency Bonus+the number of Displacer Beasts in the Pride) Survival check to find a way out, this is a Charm effect, and any creature that has advantage/disadvantage against Charm effects also get it on this check.
  • Oppressive Environment: It is difficult to tell time, even when you’re resting the environment presses in on you. Every creature that attempts a long rest must make a DC (8+Alpha’s Proficiency Bonus+the population of the Pride) Constitution save. On a failed save the creature cannot complete or gain the benefits of the long rest. If the save succeeds the long rest resolves as normal.
  • Feywild’s Veil: The area closely connects to the Feywild, and transit to the plane can be easier than normal. Seelie and Unseelie Fey sometimes slip through and make their homes on the material plane through a connection like this. This area is considered part of the Feywild and Material plane. Teleportation out of the Hunting Grounds is treated as if coming from the Feywild. Plane Shifting is treated as if the caster was on the material plane.
Moving the Hunting Shroud

This area moves with the pride as they adjust their hunting grounds. It can move up to five miles per day in this way. The effect acts as a net of sorts as they move they can entrap prey with the movement. This effect can only happen in low-density populations or wilderness, Displacer Beasts try to stick to terrain that matches their preferred Feywild hunting grounds. If the effect would encompass anything but wilderness or unmaintained lands, then it fails to do so in that area and ends where the ‘civilized’ lands start (DMs discretion).


Displacer Beast Encounters

There are many encounters that a storycrafter could develop to engage players. The following are examples using the new abilities outlined here. Special note, Displacer Beasts will always attack Blink Dogs first.

Added Minions

The Material Plane Displacer Beast’s 40 HP turns it into a 1-2 round kill ambusher. It’s enough of a nuisance to draw the attention of 1-2 player characters for a few rounds. The “big bad” gains more time to do their nasty tricks with a Displacer Beast on its side.

The Displacer Beast’s avoidance ability mitigates a lot of AOE damage (if it takes damage at all). This forces someone to deal with the threat directly or continue taking damage each round. These are intelligent monsters that would target enemy spellcasters. They’d also withdraw tactically and attempt to isolate a person away from the combat.

Solo Displacement

Separated from its pride, an adolescent Displacer attempts to find its way in the cruel and unforgiving Feywild. They slipped into the Material Plane and found the fauna much easier to hunt. Quickly hunting out the immediate area. The Displacer has begun to roam a large area, culling as it goes. Recently, several people have gone missing while transiting the area. Local powers are paying adventurers to scout the area for whatever is causing these disappearances. This would be an appropriate encounter for Low-Tier parties as a solo boss-style fight.

Setup

1 Material Plane Displacer Beast

The Displacer Beast will attempt to stalk the party, leveraging its natural invisibility in dim light to keep its distance. It will try its best to remain undetected and study the party to decide which is the weakest member. If detected, it will attempt to run away until a good opportunity presents itself for a good ambush. It attacks when the party is resting or breaking camp to catch them off-guard.

Surprise Round

Moving in quickly the Displacer Beast will attempt to attack and kill the weakest members of the party. Move-in, attack, and bonus action move out.

Subsequent Rounds

Repeat the skirmishing tactics from the surprise round, and disengage from combat if the fight looks unwinnable. Attempt to ambush again later if another opportunity presents itself.

Noncombat

Displacer Beasts love the thrill of the kill, and will not usually pass up the opportunity to hunt.  

Small Displacer Beast Pride

A small group of rogue Displacer Beasts struck out on their own to acquire their own hunting grounds and territory. They’ve found their way into the material plane and are wreaking havoc on the local population. Local authorities swiftly noticed this and all parties dispatched to investigate have gone missing. This encounter is appropriate for Mid-Tier parties with adjusted enemy numbers adjusted for party power-level (DMs discretion).

Setup

2-7 Feywild Displacer Beasts

The Displacer Beasts will attempt to stalk the party, leveraging their natural invisibility in dim light to keep their distance. They will try to remain undetected and study the party to identify the weakest member. If detected, they will attempt to run away until a good opportunity presents itself for a good ambush. They attack when the party is resting or breaking camp to catch them off-guard.

Surprise Round

Moving in quickly from all directions, the Displacer Beasts will attempt to grapple and pull away the weakest targets. Move-in, grab, and bonus action move out in different directions to split up the party. If any grapples are unsuccessful then attempt to flee. The objective is to force the party to make decisions as to who to save.

Subsequent Rounds

lacer Beasts attack grappled targets with bonus action Rend and full attack with a bite and claws. They move away after attacking. If the target attempts to teleport, react to move with the target. Once the target is dead, attempt to disengage and move into the wilderness to get away. Repeat the encounter again and again until the Displacer Beasts neutralize all targets. Focus on the weakest party members and attempt to move away to kill independently.

Noncombat

Displacer Beasts love the thrill of the kill, and will not usually pass up the opportunity to hunt.

Feywild Incursion

Patience and competence are the hallmarks of true masters. The Alpha Displacer Beast’s Pride is no exception. With the hunting ground’s environmental effects, they have time to whittle down powerful enemies. Once ensnared, the Pride will observe the party and take note of their patterns. Displacer Beasts will isolate and eliminate party members capable of navigating out of the hunting grounds.

Displacer Beasts wait until the party begins suffering from exhaustion before engaging. They won’t wait too long because if they just let the party die, there is no hunting or sport killing. False attacks provoke spellcasters into wasting spells and resources before the Displacer Beasts pull back. Ambushes should attack a single party member then fade away into the twilight. Displacer Beasts will repeat these ambushes often to wear down the party and force them to make rash choices. This would be a good encounter for High-Tier parties. Use max HP for the Alphas and average-to-max HP for the Feywild Displacer Beasts.

Setup

1-2 Alpha Displacer Beast

5-10 Feywild Displacer Beasts

The Feywild Displacer Beasts will attempt to stalk the party with natural invisibility in dim light to keep their distance. They will try to remain undetected and study the party to identify the weakest member. If detected, they will attack or attempt to run away until a good opportunity presents itself for a good ambush; that depends on whether they believe that they have an advantage against the party. Optimally, they will try to attack when the party is resting or breaking camp, catching the party off-guard.

Surprise Round

Moving in quickly from all directions, the Displacer Beasts will attempt to grapple and pull away the weakest targets. Move-in, grab, and bonus action move out in different directions to split up the party. If any grapples are unsuccessful, then attempt to flee. The objective is to force the party to decide who to save. The Alphas will likely try to engage the strongest looking of the party to earn the most difficult kill.

Subsequent Rounds

Displacer Beasts attack grappled targets with bonus action Rend and full attack with a bite and claws. They move away after attacking. If the target attempts to teleport, react to move with the target. Once the target is dead, attempt to disengage and move into the wilderness to get away. Repeat the encounter again and again until the Displacer Beasts neutralize all targets. Focus on the weakest party members and attempt to move away to kill independently.

Noncombat

Displacer Beasts love the thrill of the kill and will not usually pass up the opportunity to hunt.


Displacer Beast Wrap Up

Reengaging the fear and power of this monster is the purpose of this article. The Displacer Beast seems like a Low-Tier monster with little attention after level five, but it can be so much more. Frontal assaults should be the last-ditch option for this monster, leveraging the new abilities to ensure prey doesn’t escape. The skirmish action of Cunning brings this monster to a whole new level. Blink Dogs are the antithesis to the Displacer Beast. Referencing my article here on evolving Blink Dogs, you can use Blink Dogs to bring the Displacers back to the group using their Blink ability and disable the displacement effect by successfully hitting them, allowing the rest of the party to dogpile (hehe) the Displacer Beast.

I hope this has inspired you to be more creative with this monster.

Until next time.

Mike aka RPG StoryCraft

2 thoughts on “<b>Displacer Beast: Evolving Monsters</b> D&D 5e DM Workshop”

  1. Yesssssss! Displacer beasts are one of my favorite monsters in the game. My first time playing, my ranger went on a hunt to acquire enough fur to create a cloak. Even RAW it was a pretty tough encounter. But adding in some of these tactics and flavor would make that so intense. I especially like the alpha level and the intensity of encounters that could create with prides of beasts. It could be awful easy for a mid level party to be drawn into an ambush chasing some sweet, sweet displacer tail!

    1. They’re very cool monsters (aesthetically and mechanically)! They can be formidable predators. Their lore is strong and their biology is ripe with components for magic item crafting.

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