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
Like their cousins the githyanki, the githzerai are a rigidly disciplined people from another plane of existence. Unlike the warlike githyanki, the githzerai apply their discipline to asceticism and self-defense. Essentially, they’re psychic super-monks, bulwarks against chaos.
The githzerai monk has modestly above-average Strength and Constitution and high Dexterity, usually the physical ability contour of a sniper; a melee combatant with this profile generally has to use movement and surprise to compensate for its reduced ability to take damage and dish it out. The Monster Manual’s solution to this problem is curious: Rather than make the githzerai monk a skirmisher with abilities like Nimble Escape, the MM makes it, for all intents and purposes, a brute. That is, its abilities are tailored to toe-to-toe melee fighting. Continue reading Githzerai Tactics
Old-school Advanced Dungeons and Dragons players will remember the githyanki as the poster monster of the Fiend Folio, the first supplement to the original Monster Manual. (They’ll also remember the FF as the book that gave us the flumph, but let’s speak no more of that.) Githyanki aren’t native to the world the player characters inhabit but rather travel there from their original home on some other plane of existence, to raid and conquer. They share a common origin with the githzerai.
Githyanki warriors are shock troops, with high Strength and Dexterity. Their Intelligence and Wisdom are also above average. They have innate psionic ability (so far, treated in fifth-edition D&D as a form of spellcasting) that grants them at-will telekinesis in the form of the mage hand spell along with limited uses of jump, misty step and nondetection. They have proficiency bonuses to Constitution, Intelligence and Wisdom saving throws and a melee Multiattack.
What makes githyanki combat interesting is the intersection of their high damage-dealing capacity, low Constitution relative to their Strength and Dexterity (though it’s still above human average) and mobility spells. Githyanki should move fast, strike hard, then be somewhere else. The fact that misty step is a bonus action rather than a normal action is the key ingredient in this recipe, enabling combinations such as:
- Move toward an opponent, Multiattack (action), misty step (bonus action) past the opponent.
- Misty step (bonus action) toward an opponent, Multiattack (action) to finish the opponent off, move.
- Multiattack (action), misty step (bonus action), move out of sight.