Militarized githyanki cultures assign ranks and responsibilities to citizens. Groups of ten warriors follow the commands of sarths, while ten sarths obey the commands of a mighty kith’rak. These champions undergo torturous training and psionic testing until they can command the respect of their underlings.
Medium Humanoid (Gith), Any Alignment
Armor Class: 18 (plate)
Hit Points: 180 (24d8 + 72)
Speed: 30 ft.
- STR – 18 (+4)
DEX – 16 (+3)
CON – 17 (+3)
INT – 16 (+3)
WIS – 15 (+2)
CHA – 17 (+3)
Saving Throws: Con +7, Int +7, Wis +6
Skills: Intimidation +7, Perception +6
Senses: passive Perception 16
Languages: Gith
Challenge: 12 (8,400 XP)
Proficiency Bonus: +4
ACTIONS
Multiattack. The githyanki makes three Greatsword attacks.
Greatsword. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage plus 17 (5d6) psychic damage.
Spellcasting (Psionics). The githyanki casts one of the following spells, requiring no spell components and using Intelligence as the spellcasting ability (spell save DC 15):
At will: mage hand (the hand is invisible)
3/day each: blur, nondetection (self only)
1/day each: plane shift, telekinesis
BONUS ACTIONS
Astral Step (Recharge 4-6). The githyanki teleports, along with any equipment it is wearing or carrying, up to 30 feet to an unoccupied space it can see.
Rally the Troops. The githyanki magically ends the charmed and frightened conditions on itself and each creature of its choice that it can see within 30 feet of it.
REACTIONS
Parry. The githyanki adds 4 to its AC against one melee attack that would hit it. To do so, the githyanki must see the attacker and be wielding a melee weapon.