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”
Rot grubs are nearly mindless creatures that exist primarily in swarms, a stat block for which is provided in Volo’s Guide to Monsters. They’re a nasty surprise for any adventurer who stumbles across them, since the only way to fight them off once they’ve burrowed into you is to intentionally burn yourself. However, to talk about their having “tactics” is to give them too much credit, and I’m only bothering to write them up because a reader requested it.
A swarm of rot grubs is easy to hit, having an armor class of only 8, but not so easy to destroy. The swarm is resistant to piercing and slashing damage, reflecting the fact that you can kill a lot more grubs with a broad bashing weapon than with a thin cutting edge or poking point. The swarm is also immune to most debilitating conditions, stunned and unconscious being two standout exceptions. The swarm can be blinded, but that doesn’t mean much, since it has 10 feet of blindsight. Except for its Constitution, which is average, the swarm’s ability scores are pitifully low.
The swarm has only one attack, a bite that does only indirect damage. Rather than take place at the moment of attack, the damage occurs at the start of the target’s turn, and it varies in proportion to the number of grubs that have burrowed into the target’s flesh (1d4 per hit). The target must cauterize the bite wound on this turn, or the burrowing grubs will do continuous round-by-round damage until the target is either cured of the infestation or dead. Continue reading “Rot Grub ‘Tactics’”
We interrupt our irregularly scheduled monster tactics to share a bowl of mind-flakes that spilled out of my head yesterday morning.
This blog, generally speaking, is dedicated to examining the round-by-round tactics of monsters, with the goal of helping dungeon masters make decisions about monster behavior ahead of time rather than in the moment, under pressure. (And if you need an illustration of the importance of that, how about
Click to reveal spoiler relating to a well-known actual-play stream.
DM Matthew Mercer’s recent loss of a beloved big bad who was supposed to be a recurring villain because he forgot to move it out of reach of a player character who could stun it
But I found myself thinking about encounter building, in the context of trying to develop premises for new adventures, and this led me to the broader strategic question of what monsters’ overarching goals are. And it occurred to me that a monster’s type is an excellent proxy for its strategic goals. Continue reading “What Monsters Want”
Centaurs are the half-horse, half-human hybrids of Greek myth for which, it has been observed, no one has yet come up with a definitive way to design trousers. Which to me clearly indicates that they don’t wear any. Don’t come to me with your hang-ups, man.
In the Harry Potter series, centaurs are standoffish, territorial and even a bit malicious, but in Dungeons and Dragons, as far back as I can remember, they’ve been labeled good creatures—although I’m pretty sure they were originally chaotic good rather than neutral good, which makes more sense to me. Anyway, the upshot is, centaurs are unlikely to attack unprovoked and may prefer to try to subdue and capture their enemies rather than kill them. Doesn’t mean they can’t give you a good hoof-clout, though.
With a single-peak ability contour—exceptional Strength, but merely above-average Dexterity and Constitution—centaurs are also another sort of hybrid, between a brute and a shock attacker. As I use the terms, shock attackers hit fast and hard, then get out, because they’re not cut out for prolonged melee engagement; brutes engage and tank it out until their enemies are dead. With centaurs, we’re maybe looking at something in between: a creature that engages for just two or three rounds, then disengages. Continue reading “Centaur Tactics”