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 kirin (inexplicably hyphenated “ki-rin” in Dungeons and Dragons products going all the way back to the original D&D book Eldritch Wizardry, which preceded even Advanced Dungeons and Dragons—kirin, unhyphenated, is a Japanization of the Chinese 麒麟 qílín) is a mythical creature whose appearance portends the births and deaths of great rulers and sages. A deerlike beast with scaly skin, grand antlers and dragonish facial features, the kirin is often characterized in Western writing as the “Japanese unicorn” or “Chinese unicorn” because of its virtuousness and standoffishness and because it’s sometimes depicted as having a single horn rather than a pair of antlers. The link is reinforced in fifth-edition D&D, as both unicorns and kirin are categorized as celestials.
Kirin are reclusive, and being lawful good, they prefer to avoid violent encounters. Combat with a kirin is going to take place in only two instances: Either a player character has attacked the kirin, or the kirin is fending off an intrusion by an intrinsically evil creature, such as a fiend or undead.
A kirin’s extraordinary Strength is nearly matched by its Intelligence, Wisdom and Charisma, making it one of the few creatures that’s equally well-suited to melee combat and spellcasting. With proficiency in Perception, it’s hard to catch by surprise, and with proficiency in Insight, it knows which of its opponents are genuinely hostile and which are simply misguided. Continue reading Kirin Tactics
In case your players are so jaded that they just shrug and say, “Whatevs,” when you throw a giant at them, Volo’s Guide to Monsters introduces a set of elite variations, one for each race of giants in the “ordning.” Curiously, however, most of them don’t offer any new tactical twists. Continue reading Elite Giant Tactics
Volo’s Guide to Monsters’ treatment of the yuan-ti is heavily lore-focused, with a section, useful to dungeon masters, on how to design a yuan-ti temple-city. From a tactical standpoint, the only additions are five new variants (!) and a brief subsection headed “Unusual Abilities.”
Unusual Abilities offers four traits that DMs can use to customize an individual yuan-ti or a group of them:
- Acid Slime gives the yuan-ti a corrosive coating, lasting one minute, that inflicts 1d10 acid damage against a grappled opponent or one who strikes it with a close-range melee attack. It’s a bonus action, and yuan-ti don’t get any other bonus actions, so this is a free supplement to the yuan-ti’s action economy. It’s all benefit and no downside, so the yuan-ti will use this feature on its first turn.
- Chameleon Skin is also a freebie: it’s a passive ability that grants advantage on Stealth Checks. No tactical implication; it just makes the yuan-ti better at what it already does.
- Shapechanger, for the yuan-ti pureblood, comes with the same disadvantages as it has for the yuan-ti malison and yuan-ti abomination. Skip it.
- Shed Skin is another all-benefit, no-downside feature, letting a grappled or restrained yuan-ti slip free without a skill or ability check. It costs only a bonus action, which is no cost at all, since the yuan-ti has no other bonus action to give up. A yuan-ti with this trait will use it anytime it applies.
Continue reading Yuan-ti Revisited
Volo’s Guide to Monsters includes stat blocks for 11 different magic-using specialists: wizards from eight different schools and warlocks of three different patrons. The wizards are all at least level 7; the warlocks, even higher. There are also a level 9 war priest, a level 10 blackguard (antipaladin) and a level 18 archdruid. Every one of these spellcasters has a different repertoire of spells. To come up with individual tactics for each of them would take me the next two weeks.
Rather than tackle each one separately, then, I’m going to share some rules of thumb for developing tactics for a spellcasting NPC. Continue reading NPC Tactics: Magical Specialists