Lion's Tactical Guide to the Gibberling
One thing that you must know about me as a Dungeon Master, dear reader, is that I consider myself to be something of an admirer of the great tabletop tactician himslf, Keith Ammann. I follow his iconic blog, The Monsters Know What They're Doing, I have purchased all of his books (including some of the supplements he writes on the side), and I wholeheartedly believe that the incorporation of his advice in broad strokes has improved the way I think about playing these games by leaps and bounds. However, for understandable reasons, there is a considerable degree of 5e content which he will simply not cover on his blog, and so, I decided to take it upon myself to contribute my own tactical insights on a lesser known book produced by Wizards of the Coast a few years ago now. Entitled Minsc and Boo's Journal of Villainy, this supplement is basically a brand new source book on the Forgotten Realms as 5e imagines it from the perspective of the iconic character Minsc, featuring gazetteers, guides to running factions, new overarching antagonists alongside their minions, and a small handful of unique monsters whose tactics I sought to enumerate...right in the comments of Mr. Ammann's blog. Needless to say, I learned my lesson soon enough, but at this point, I figure that I might as well recycle everything I'd been smart enough to save for just such an occasion as this. Thus, for this first series of "Tactical Guides," I will be covering the handful of new monsters introduced in Minsc and Boo's Journal of Villainy, beginning with the gibberling!
Gibberlings are small, nocturnal aberrations that hunt in packs and ambush travelers with weapons that they stole from previous victims. Their highest ability score is Dexterity, with average Strength and Constitution and below-average mental ability scores. This would ordinarily suggest a rather dim-witted and inflexible skirmisher, but with only 12 AC and 7 hit points on top of having features that heavily favor melee engagement over ranged attacks, they probably aren’t gonna get out of melee once they get into it. That’s fine by them, though, since the flavor text helpfully points out that they lack any sense of self-preservation: they are determined to cut their victims apart, and if they die, they die. Because of their Light Sensitivity trait, they are nocturnal hunters by necessity, and while their Stealth proficiency indicates their tendency to ambush their foes, the flavor text remarks that their constant chattering often gives them away. Feel free to ignore this if you wish, and if you’re having a group of these guys ambush your players, make sure to have them burrow into the ground before they do so in order to give them advantage on the Stealth roll thanks to their Burrow trait.
As far as their attacks are concerned, they have a basic Dagger attack made more deadly by their Reckless trait, giving them advantage on melee attacks at the cost of giving their enemies advantage on attacks against them. However, they’ve got a much deadlier trick up their sleeves than this: the Swarm attack, a non-damaging melee attack that grapples their opponent (escape DC 10) and allows every gibberling within 5 feet of said opponent to use their reaction to stab them with advantage. This particular feature is so potent that it means gibberlings will not attack if they don’t outnumber their opponents by at least two-to-one, preferably three-to-one or more if you don’t mind making over a dozen attack rolls. When they do attack, they split off into groups of two or more and tag-team each of their opponents, with one of them using Reckless to get advantage on their Swarm attack and allow the rest of them to stab away with their reaction Dagger attack and a Reckless-powered Dagger attack with their own action. This process continues until either all of their opponents are dead or they are.
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