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Let’s Read Mordenkainen Presents: Monsters of the Multiverse.
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<blockquote data-quote="Leatherhead" data-source="post: 8627577" data-attributes="member: 53176"><p><h3>Githzerai (MToF)</h3><p></p><p>Githzerai are the cousins of the Githyanki. They are also psionic humanoids, but they replace the heavy metal aesthetic with ascetic sensibilities. Instead of sword and spell, they combine punch and prayer (in the form of meditation, but I had to go for the low hanging alteration). Instead of hanging out in the astral on a dead god, they hang out in the realm of pure chaos, the Plane of Limbo, where they impose their will upon their surroundings, giving their home fortresses and monasteries whatever shapes they desire at the moment, which are normally a “brutalist” style that uses adamantine instead of concrete. Instead of going around pillaging, they like to stop the raids of the Githyanki, and the Mindflayers that created both of their races.</p><p></p><p>Quite honestly, I’m surprised they didn’t go with a 60’s inspired psychedelic groove to contrast their Githyanki cousins. They are in the perfect position to do so.</p><p></p><p>Githzerai Anarch</p><p></p><p>Anarchs are the legendary CR 16 leaders, sages, and mystics who spend a lot of their time and energy maintaining their Adamantine citadels, which serves as their lair. While at home they can literally reshape reality to their whims and it’s a wild time. They also make for a load-bearing boss, meaning that if you kill one, their entire fortress will start to crumble back into the chaos of Limbo. Making for a dramatic escape sequence.</p><p></p><p>It takes them 10 minutes to reshape unformed substances into any inert material within 5 miles of themselves as a regional effect. Furthermore, as a lair action, they can cast Creation as a 9th level spell (which normally takes an entire 60 seconds) to create 25 cubic feet of whatever substance they want. This is more than enough range to create an Adamantine prison. Or a giant pool of vegetable oil. Really you can just do whatever you want with this, with the notable restriction of the Anarchs concentration (which the spell doesn't normally require). Their other layer actions are the ability to move an object, and the ability to cast Lightning Bolt with several different damage types.</p><p></p><p>As for what the Anarch can do themselves, they have a multiattack with unarmed strikes and a decent fly speed. While they do have psionic spellcasting, the concentration restriction is going to severely hamper what they can do with it.</p><p></p><p>Their legendary actions are punching someone, teleporting around, or using their concentration to cast <em>Reverse Gravity</em>, in any direction they want. That last one could be used to get everyone into a close grouping, allowing for them all to be trapped with a subsequent lair action, even if the Anarch has to switch concentration a few times to set it up.</p><p></p><p>Realistically the only thing the Anarch lacks is a decent ranged attack to use during their own turn, and even that is covered by all their other options. This fight should be memorable, not just for the reality warping, but nobody expects the wise old leader to just walk up and punch someone in the face.</p><p></p><p>In the changeover, the Anarch lost a few spells. Notably, <em>Feather Fall </em>and <em>Shield</em> would both be quite handy.</p><p></p><p>Githzerai Enlightened</p><p></p><p>The Enlightened is a Zerth with perhaps the most interesting power I have seen on any creature, the ability to force other creatures into time traveling. They can literally knock you into the next round. And honestly I wish this ability was more expanded upon, time travel is a heck of a thing, even if it is just one-way skipping forward. Other than that, they spend all their time meditating. Which seems somewhat disappointing, but that will tend to be a general theme for this entry.</p><p></p><p>In combat the Enlightened will punch their enemies. They have a 40’ movement speed, no ranged attacks to speak of, and their limited spell selection offers nothing to mitigate these problems. They do have a slow fall reaction power, to lower the damage that may come from falling, but that’s it really. Their entire gimmick is the Temporal strike power, which deals massive damage and temporarily shunts someone 6 seconds into the future.</p><p></p><p>That’s it for their touted ability to transcend the limits of their physical forms. I can think of at least 4 “easy” ways to implement “time control” themed powers.</p><ol> <li data-xf-list-type="ol">“Rewind time”. They heal and remove conditions on themselves.</li> <li data-xf-list-type="ol"><em>Time Stop</em> as a spell. While horrible for attacks, it’s great for setting up hazards or messing with your players.</li> <li data-xf-list-type="ol">Enhanced movement speed. No 40’ isn’t enough to truly feel this. 60’ at least, and ideally 90, with an automatic disengage.</li> <li data-xf-list-type="ol">Remember Strength before Death, the Fighter Power that lets a Samurai just take an extra turn in the middle of someone else’s turn? Do that.</li> </ol><p>Those combined with knocking a player into their next turn would really sell this creature. As it is, the Enlightened one is a stripped down Monk with a stunning strike gimmick that is arguably worse than an actual stunning strike.</p><p></p><p>In the Changeover, the Enlightened lost some spells. Notably<em> Haste</em> (That would have also worked as an easy time power!) <em>Blur</em> and even <em>Expeditious Retreat</em>. In return, they received a smattering of more damage on their unarmed strikes.</p></blockquote><p></p>
[QUOTE="Leatherhead, post: 8627577, member: 53176"] [HEADING=2]Githzerai (MToF)[/HEADING] Githzerai are the cousins of the Githyanki. They are also psionic humanoids, but they replace the heavy metal aesthetic with ascetic sensibilities. Instead of sword and spell, they combine punch and prayer (in the form of meditation, but I had to go for the low hanging alteration). Instead of hanging out in the astral on a dead god, they hang out in the realm of pure chaos, the Plane of Limbo, where they impose their will upon their surroundings, giving their home fortresses and monasteries whatever shapes they desire at the moment, which are normally a “brutalist” style that uses adamantine instead of concrete. Instead of going around pillaging, they like to stop the raids of the Githyanki, and the Mindflayers that created both of their races. Quite honestly, I’m surprised they didn’t go with a 60’s inspired psychedelic groove to contrast their Githyanki cousins. They are in the perfect position to do so. Githzerai Anarch Anarchs are the legendary CR 16 leaders, sages, and mystics who spend a lot of their time and energy maintaining their Adamantine citadels, which serves as their lair. While at home they can literally reshape reality to their whims and it’s a wild time. They also make for a load-bearing boss, meaning that if you kill one, their entire fortress will start to crumble back into the chaos of Limbo. Making for a dramatic escape sequence. It takes them 10 minutes to reshape unformed substances into any inert material within 5 miles of themselves as a regional effect. Furthermore, as a lair action, they can cast Creation as a 9th level spell (which normally takes an entire 60 seconds) to create 25 cubic feet of whatever substance they want. This is more than enough range to create an Adamantine prison. Or a giant pool of vegetable oil. Really you can just do whatever you want with this, with the notable restriction of the Anarchs concentration (which the spell doesn't normally require). Their other layer actions are the ability to move an object, and the ability to cast Lightning Bolt with several different damage types. As for what the Anarch can do themselves, they have a multiattack with unarmed strikes and a decent fly speed. While they do have psionic spellcasting, the concentration restriction is going to severely hamper what they can do with it. Their legendary actions are punching someone, teleporting around, or using their concentration to cast [I]Reverse Gravity[/I], in any direction they want. That last one could be used to get everyone into a close grouping, allowing for them all to be trapped with a subsequent lair action, even if the Anarch has to switch concentration a few times to set it up. Realistically the only thing the Anarch lacks is a decent ranged attack to use during their own turn, and even that is covered by all their other options. This fight should be memorable, not just for the reality warping, but nobody expects the wise old leader to just walk up and punch someone in the face. In the changeover, the Anarch lost a few spells. Notably, [I]Feather Fall [/I]and [I]Shield[/I] would both be quite handy. Githzerai Enlightened The Enlightened is a Zerth with perhaps the most interesting power I have seen on any creature, the ability to force other creatures into time traveling. They can literally knock you into the next round. And honestly I wish this ability was more expanded upon, time travel is a heck of a thing, even if it is just one-way skipping forward. Other than that, they spend all their time meditating. Which seems somewhat disappointing, but that will tend to be a general theme for this entry. In combat the Enlightened will punch their enemies. They have a 40’ movement speed, no ranged attacks to speak of, and their limited spell selection offers nothing to mitigate these problems. They do have a slow fall reaction power, to lower the damage that may come from falling, but that’s it really. Their entire gimmick is the Temporal strike power, which deals massive damage and temporarily shunts someone 6 seconds into the future. That’s it for their touted ability to transcend the limits of their physical forms. I can think of at least 4 “easy” ways to implement “time control” themed powers. [LIST=1] [*]“Rewind time”. They heal and remove conditions on themselves. [*][I]Time Stop[/I] as a spell. While horrible for attacks, it’s great for setting up hazards or messing with your players. [*]Enhanced movement speed. No 40’ isn’t enough to truly feel this. 60’ at least, and ideally 90, with an automatic disengage. [*]Remember Strength before Death, the Fighter Power that lets a Samurai just take an extra turn in the middle of someone else’s turn? Do that. [/LIST] Those combined with knocking a player into their next turn would really sell this creature. As it is, the Enlightened one is a stripped down Monk with a stunning strike gimmick that is arguably worse than an actual stunning strike. In the Changeover, the Enlightened lost some spells. Notably[I] Haste[/I] (That would have also worked as an easy time power!) [I]Blur[/I] and even [I]Expeditious Retreat[/I]. In return, they received a smattering of more damage on their unarmed strikes. [/QUOTE]
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