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
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
“Mind flayers aren’t the real boss monster,” I wrote in my post on mind flayer tactics. “They usually live in colonies, not by themselves. The real boss monster is the elder brain.” And while the fifth-edition Monster Manual doesn’t include stats for elder brains, Volo’s Guide to Monsters does! Huzzah!
Unfortunately, Volo’s doesn’t solve the real problem with 5E mind flayers: that, as written, they simply aren’t powerful enough to carry out their psionic schemes with even a modicum of efficiency. And efficiency is important, because if they have to live near humanoid settlements in order to harvest the brains they live on, yet also have to conceal their presence in order to avoid discovery not just by their prey but also by vengeful gith, they’re gonna need a decent number of minions. Continue reading Mind Flayers Revisited
Yesterday I looked at the lesser devils. Today I’ll look at the greater devils: horned devils, erinyes, ice devils and pit fiends. (The fifth-edition Monster Manual doesn’t include stat blocks for archdevils.)
Like the lesser devils, all the greater devils have certain features in common. They have darkvision out to 120 feet and the Devil’s Sight feature, indicating a preference for operating in darkness. They’re immune to fire and poison and resistant to cold (except ice devils, which are immune to cold as well), magical effects, and physical damage from normal, unsilvered weapons. And they all tend toward a brute ability profile—high Strength and Constitution—indicating a preference for melee combat.
Finally, since it’s in the nature of devils to obey those with power over them, a devil fighting in the course of carrying out an assigned duty will never flee from combat, no matter how badly injured it is. Continue reading Devil Tactics: Greater Devils
“Metallic” dragons are the good complements to the evil “chromatic” dragons. Looking just at their statistics, they’re identical in most ways: Their physical abilities follow the high-Strength, high-Constitution “brute” profile. They have proficiency bonuses on all of the “big three” saving throws, plus Charisma. They have blindsight, darkvision, flying movement and one alternative movement mode (burrowing, swimming or climbing)—although I have to put an asterisk by this last one, because the editors of the fifth-edition Monster Manual seem to have forgotten to give silver dragons an alternative movement mode. Adult and ancient metallic dragons have the same legendary actions as chromatic dragons of those ages, and they share the chromatic dragons’ Legendary Resistance and Frightful Presence features. In addition, young, adult and ancient metallic dragons have the same Claw/Claw/Bite Multiattack. And, of course, they all have breath weapons.
Metallic dragons differ from chromatic dragons in four ways:
- Young, adult and ancient metallic dragons all have social skill proficiencies in addition to Perception and Stealth.
- Ancient brass and copper dragons, and adult and ancient bronze, gold and silver dragons, can Change Shape.
- Adult and ancient metallic dragons have only two lair actions available to them, rather than three.
- Each metallic dragon has two types of breath weapon, one of which is nonlethal and can be used to subdue without injury.
Given that these are good creatures—most of the monsters we’ve looked at so far are either evil creatures or unaligned predators—an encounter with a metallic dragon is going to play out very differently from an encounter with a chromatic dragon. Rarely will it begin with the dragon attacking the player characters—or, for that matter, with the PCs attacking the dragon. Continue reading Dragon Tactics, Part 2