Elite Githzerai Tactics

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.

Getting the best use out of these abilities is going to require paying close attention to action economy and “spell” duration. Let’s break it down! Continue reading Elite Githzerai Tactics

Star Spawn Tactics, Part 2

To begin with, a mea culpa: In looking at the star spawn hulk in the previous post, I skipped over the Psychic Mirror feature. Mentally, I’d noted that it didn’t have any meaningful impact on the hulk’s own tactics—but having noted that to myself, I forgot to say so.

The thing is, Psychic Mirror doesn’t affect anything the hulk does, since the hulk already has another incentive to stand in the midst of its enemies, in the form of Reaping Arms. But Psychic Mirror can affect the behavior of other monsters fighting alongside the hulk. And when you get right down to it, “Psychic Mirror” is an inaccurate name: it should be “Psychic Amplifier,” because for every x points of psychic damage the hulk would take, every creature within 10 feet of it takes x points.

As an example, one commenter mentioned mind flayers, with their Mind Blast action. Suppose an attacking mind flayer blasts five player characters along with a star spawn hulk. First, each of the five player characters makes an Intelligence saving throw. On average, a PC will take 22 points of psychic damage on a failure, 11 on a success. But then the hulk makes its own saving throw, and its Intelligence is a wretched 7, so it has only a 20 percent chance of success—it’s going to fail, and take full damage, four times out of five. But it’s not the one who takes that damage! That damage is passed along to each PC within 10 feet of it—the full amount, even if a PC made his or her own saving throw! Continue reading Star Spawn Tactics, Part 2

Angel Tactics

Who gets in a fight with an angel? “Evil characters” is the obvious answer, but it’s not the only answer. Angels being lawful good, a dedicated group of chaotic player characters could find just as much reason to beef with them—and even PCs who are neutral on either the good-to-evil spectrum, the law-to-chaos spectrum or both, and who find themselves gadding about on Mount Celestia (or the Seven Heavens, as we called them back in the day), might somehow run afoul of the ruling authority in a way that needs to be kiboshed.

Angels, in fifth-edition Dungeons and Dragons, come in three levels: devas, planetars and solars. These qualify as boss opponents for mid-level, high-level and top-level adventurers, but realistically, players are rarely going to run across them before they acquire access to the 7th-level spell plane shift, and that doesn’t happen until level 13. Lower-level PCs might journey to the Outer Planes through the use of a magic item that allows them to cast plane shift or a portal created by the gate spell, or they might manage to summon an angel to serve them using planar binding or planar ally. Even so, we’re still talking level 9 and up. Continue reading Angel Tactics

Golem Tactics

OK, I’m back. Let’s talk golems—living statues, animated through magic. (Specifically, according to legend, by hacking the divine power by which life was created; according to the Monster Manual, by summoning an animating spirit from the Elemental Plane of Earth.) Golems are fashioned to be servants, with great strength, limited intellect and no free will. A golem severed from the command of its creator may be either inert and harmless (if it could fulfill its last command) or dangerously berserk (if it couldn’t).

There are four types of golems in fifth-edition Dungeons and Dragons: clay, stone, iron and flesh. One of these things is not like the others. The flesh golem is, for all intents and purposes, Frankenstein’s monster, and of all the types of golems, it has the most unfit vessel for its life force and the most existential angst. The clay golem, on the other hand, is the direct conceptual descendant of the Golem of Prague, and the stone and iron golems are stronger variations on this theme.

All golems are straightforward brutes, with exceptional (and in most cases extraordinary) Strength and Constitution and below-average Dexterity. If anything, they’re even more brutish than the average brute, because of their immunities to normal weapons and to many debilitating conditions (they can be incapacitated, knocked prone, restrained or stunned, but not charmed, frightened, paralyzed, petrified or poisoned). Any variation in behavior is going to come from their special features, so I’m going to focus largely on these. Continue reading Golem Tactics