Eidolons are intriguing creatures, because despite being undead, they’re not necessarily evil—they may even be good. Spirits honored by the gods for their zealous devotion, eidolons spend their afterlives guarding those gods’ sacred places and protecting them from defilers. Their compulsion—which every undead creature must have—is to protect. Not necessarily a bad thing!
Even more intriguing is that eidolons can hop into inanimate objects and animate them for the purpose of carrying out their eternal mission. Mordenkainen’s Tome of Foes offers, as an example, a stat block for an animated statue.
But first, let’s look at what an eidolon can do on its own. The flavor text says, “An eidolon has few methods for protecting itself beyond its ability to awaken its sacred vessels.” How true is this? Continue reading Eidolon Tactics
What if you’re a wizard with the ego, ambition and power to pursue immortality through self-enlichment, and you start the grueling process but fail to pace yourself properly? You could end up as a boneclaw, the powerful undead servant of a random individual who certainly didn’t ask for one and may or may not have any use for it.
Figuring that only the most brilliant mages even have a chance at becoming liches, the boneclaw’s Intelligence of 13 is surprisingly low, and I ascribe this to the trauma of failure. Something about the process of becoming a boneclaw damages the erstwhile wizard’s intellect, surely a sore spot. It’s not stupid by any stretch, just unable to soar to its previous heights of brilliance. Its Intelligence is now outshone by its extraordinary Strength and very high Dexterity, Constitution and Wisdom.
Those latter three high stats are accompanied by proficiencies in their respective saving throws, meaning that the boneclaw possesses exceptional resistance to the vast majority of attacks that require saving throws to resist. It may not be able to perform the kind of magic it once did, but your magic isn’t going to impress it one bit. Continue reading Boneclaw Tactics
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