The githzerai monk has the ability profile of a shock attacker, but it lacks the mobility to get in and out of combat easily. The githzerai enlightened is the more fully developed version of this build concept, differing from the githzerai monk in three ways: higher ability scores, the Temporal Strike action, and a package of mobility- and defense-enhancing psionic “spells”: blur, expeditious retreat, haste, plane shift and teleport.
Mordenkainen’s Tome of Foes goes into gith lore in considerable depth and offers stat blocks for five new gith variations: the githyanki gish, kith’rak and supreme commander, and the githzerai enlightened and anarch. To recap, githyanki and githzerai are divergent lines of the same race, once enslaved by mind flayers. Upon seizing their freedom, the githyanki claimed license to pillage and enslave in the mind flayers’ stead, whereas the githzerai retreated into pacifist isolationism and monastic reflection. Both lines possess psionic abilities.
The githyanki gish is a sort of eldritch knight or war mage, both a fierce shock attacker and a potent spellcaster, with high ability scores across the board. (This variant was introduced in edition 3.5 and has become an archetypal example of the fighter/magic-user multiclass combo, so that any such character is often referred to as a “gish.”) With proficiency in Perception and Stealth, it also excels at ambush. And its proficiency in Constitution saving throws dramatically improves its chances of maintaining concentration on sustained spells while taking damage.
Since psionics exist in fifth-edition Dungeons and Dragons as reskinned magic, the githyanki gish has a number of “spells” it can cast innately alongside its conventional wizard-spell repertoire: mage hand (essentially telekinesis lite), jump, misty step, nondetection, plane shift and telekinesis, of which misty step, plane shift and telekinesis are the most broadly useful. Continue reading Elite Githyanki Tactics
The first thing that leaps out at me about orthons—described in Mordenkainen’s Tome of Foes as “infernal bounty hunters”—is that they’re proficient in all of the “big three” saving throws: Dexterity, Constitution and Wisdom. I run across monsters with two of these three saving throw proficiencies fairly often, especially when looking at monsters with higher challenge ratings, but I’m not sure when I last saw a monster with all three of them. Put these together with Magic Resistance, and the takeaway is that orthons are utterly unafraid of spellcasters. They don’t even go out of their way to take spellcasters out quickly. They’re indifferent to them, which, if anything, is scarier.
Orthons are called into play when an archdevil wants an enemy dealt with, dead or alive. They’re brutes, with extraordinary Strength and Constitution, but their Dexterity and mental abilities are far from shabby. They’re expert in Perception, Stealth and Survival—consummate ambush attackers. They’re immune to fire and poison, can’t be charmed, never tire, and are resistant to cold and to physical damage from nonmagical, nonsilvered weapons.
They have 120 feet of darkvision and 30 feet of truesight, so they prefer strongly to attack at night or in a darkened location. But even in daylight, they have the Invisibility Field feature, which lets them turn invisible as a bonus action! An orthon will always use this feature before launching an attack in anything less than total darkness—and even in darkness, if its target has darkvision. Thus, it will always make its first attack with unseen-attacker advantage. Continue reading Orthon Tactics
Star spawn are new arrivals in the Dungeons and Dragons universe. The name seems to be borrowed from H.P. Lovecraft’s Cthulhu mythos, but according to the Powers That Be, star spawn aren’t native to the Far Realm specifically. Some of them are from the Far Realm, but others are associated with “Elder Evils” that inhabit other planes, such as the Shadowfell, the Gray Waste and the Abyss. They understand and speak Deep Speech, which is not the same as Undercommon, but rather a language associated with the Far Realm; it’s also spoken by neogi, mind flayers, beholders and aboleths.
There’s a variety of star spawn for every level of play, from the lowly grue to the boss-level larva mage. Continue reading Star Spawn Tactics, Part 1
More from Mordenkainen’s Tome of Foes: After the abishai, the next two requests I got were for the oblex, a slime-creature created out of mind flayer experimentation which feeds off humanoids’ memories. On D&D Beyond, Jeremy Crawford recently characterized the oblex as “D&D’s new scariest monster.” Is it? I’m not convinced that it’s the scariest, in terms of the degree of threat it poses—but I would say it’s one of the creepiest.
The main reason I think oblexes (I feel like the plural should be “oblices”) are more creepy than scary is that they don’t need to kill their victims to consume their memories. They can kill their victims, but they don’t need to. Furthermore, it’s not clear that they have any compelling reason to. It’s the memories that power them, not the physical substance of their victims. There’s also a curious choice of wording in the Eat Memories feature that makes me wonder whether an oblex has any good reason to use it more than once per target. But more on that below.
Oblexes/oblices have an unusual ability contour, with peaks in Dexterity, Constitution and Intelligence. Dexterity plus Constitution usually means “skirmisher,” but oozes can’t move fast enough to skirmish. What they really are is quasi-brutes with Dexterity- and Intelligence-based rather than Strength-based attacks and a keen sense of their opponents’ weaknesses. Continue reading Oblex Tactics