Q: What are the generic tactics of any flying character?
A: Any mode of movement other than moving normally over land offers the advantage of being able to go where one’s opponent(s) can’t. A creature with climbing movement, for example, can scale a vertical surface without being subject to any speed penalty or having to succeed on an ability check. In the case of flying, a creature has access to the air. It can hover out of reach; it can also launch itself airborne in order to flee.
Since the reach of most humanoids, armed or unarmed, is only 5 feet, a creature with 30 feet of flying movement can station itself 15 feet above its opponents’ heads, fly down, attack and fly back up using just its normal movement and action. A creature like the peryton, which has the complementary Dive Attack and Flyby features, will always use a tactic like this, because the combination does extra damage, and the peryton isn’t subject to an opportunity attack when it does so.
Opportunity attacks are the hitch with this tactic. Whenever a creature leaves its opponent’s reach, that opponent may use its reaction (if available) to make an opportunity attack against it. If the peryton didn’t have Flyby, for example, then every time it dove, its victim might get a free swing at it. (more…)