Gish blend their magical abilities with swordplay to become dangerous foes in battle. Their specialized capabilities make them well suited for assassination, raiding, and espionage.
Medium Humanoid (Gith, Wizard), Any Alignment
Armor Class: 17 (half plate)
Hit Points: 130 (20d8 + 40)
Speed: 30 ft.
- STR – 17 (+3)
DEX – 15 (+2)
CON – 14 (+2)
INT – 16 (+3)
WIS – 15 (+2)
CHA – 16 (+3)
Saving Throws: Con +6, Int +7, Wis +6
Skills: Insight +6, Perception +6, Stealth +6
Senses: passive Perception 16
Challenge: 10 (5,900 XP)
Proficiency Bonus: +4
Multiattack. The githyanki makes three Longsword or Telekinetic Bolt attacks, or it makes one of those attacks and uses Spellcasting.
Longsword. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) slashing damage, or 8 (1d10 + 3) slashing damage if used with two hands, plus 22 (5d8) psychic damage.
Telekinetic Bolt. Ranged Spell Attack: +7 to hit, range 720 ft., one target. Hit: 28 (8d6) force 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: light, mage hand (the hand is invisible), message
3/day each: fireba/1, invisibility, nondetection (self only)
7/day each: dimension door, plane shift, teiekinesis
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.