D&D General Githyanki Incursion

Tales and Chronicles

Jewel of the North, formerly know as vincegetorix
or mechanics I used Mind Mages from Guildmasters' Guide to Ravnica (pg 233). It had all of the fluff and mechanics I needed, not to mention a great motive. Quickleaf's monster list is a great primer for a Githyanki-centric campaign.

There is also the Mindrinker Vampire that could be awesome.

I also love the idea of a Yanki Elder willingly going through cerebro-morphosis to become a ''free'' Elder Brain and using its power to control an information network.

Or a pregnant Yanki priestess being fed the flesh of the drifting dead gods the Yanki to birth a Githyanki Empyrean?
 

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A githyanki invasion was featured in the 4E adventure path Scales of War (IIRC, the Dragon #309 article was cited as inspiration), with the adventure Garaitha's Anvil involving a githyanki shipyard and the adventure Tyranny of Souls featuring the city of Tu'narath as its setting.

During the adventure Garaitha's Anvil the party investigates a planar shipyard controlled by the githyanki and built around a temple holding a magical device called the World Gate, whch can easily create portals to anywhere in the multiverse for githyanki ships to travel to. The adventurers also discover that githyanki insurgents oppose the invasion and that Vlaakith has been usurped by a githyanki named Emperor Zetch'r'r, who was the one who launched the invasion. In the end they must help the insurgents take control of the shipyard and give chase to the astral ship of the githyanki Admiral Kada'ne

Later, in the adventure Tyranny of Souls, it is revealed that Tiamat, as part of her greater goals, has had Vlaakith assassinated to take control of the githyanki, making a new pact with a githyanki named Zetch'r'r to make him the emperor of the githyanki and give him control over a force of dragons in exchange for serving her and turning from their crusade against the mind flayers to fight against her own enemies as part of the invasion. The soul of Gith, now free from imprisonment in the Nine Hells due to Tiamat having broken their pact by forcing the githyanki to abandon their crusade, comes to Tu'narath and possesses Vlaakith's intended successor to lead a resistance called the Separatists against Tiamat and Zetch'r'r's rule. Gith is captured, which leads to the Separatists recruiting adventurers to rescue Gith and fight Emperor Zetch'r'r and his red dragons.
 

There is also the Mindrinker Vampire that could be awesome.
I used a group of Minddrinker Vampires as a lost Cult of Vol in my Eberron campaign. The PCs are detectives and they're looking for missing children. The plot is taken directly from Doctor Sleep, but modified to fit in Eberron. The Mind Drinkers were created by the Mark of Death, and their existence was drank from the memories of sages and lost. If you're familiar with the movie or book then read the powers and tell me they don't sound like the immortals of the True Knot.

I made a few changes to them to make them more like the movie: no bite attack, sneak attack, armed with daggers, and cause bleed on a grappled target. They're so different and unusual the players had no idea what was happening until the saw it. Even as one of the players is a huge fan of King and Dr. Sleep. Sometimes the familiar never crosses your mind when you're playing D&D because it seems foreign. DMs need to remember that.
 

A githyanki invasion was featured in the 4E adventure path Scales of War (IIRC, the Dragon #309 article was cited as inspiration), with the adventure Garaitha's Anvil involving a githyanki shipyard and the adventure Tyranny of Souls featuring the city of Tu'narath as its setting.

During the adventure Garaitha's Anvil the party investigates a planar shipyard controlled by the githyanki and built around a temple holding a magical device called the World Gate, whch can easily create portals to anywhere in the multiverse for githyanki ships to travel to. The adventurers also discover that githyanki insurgents oppose the invasion and that Vlaakith has been usurped by a githyanki named Emperor Zetch'r'r, who was the one who launched the invasion. In the end they must help the insurgents take control of the shipyard and give chase to the astral ship of the githyanki Admiral Kada'ne

Later, in the adventure Tyranny of Souls, it is revealed that Tiamat, as part of her greater goals, has had Vlaakith assassinated to take control of the githyanki, making a new pact with a githyanki named Zetch'r'r to make him the emperor of the githyanki and give him control over a force of dragons in exchange for serving her and turning from their crusade against the mind flayers to fight against her own enemies as part of the invasion. The soul of Gith, now free from imprisonment in the Nine Hells due to Tiamat having broken their pact by forcing the githyanki to abandon their crusade, comes to Tu'narath and possesses Vlaakith's intended successor to lead a resistance called the Separatists against Tiamat and Zetch'r'r's rule. Gith is captured, which leads to the Separatists recruiting adventurers to rescue Gith and fight Emperor Zetch'r'r and his red dragons.
Not a huge fan of replacing Vlaakith with Zetch'r'r.

Vlaakith is way more powerful then any other Githyanki. (Considering that she personally kills any Githyanki that reaches a level of power she feels uncomfortable keeping around.) Added on It's heavily implied that Vlaakith backstabbed Gith and handed her to Tiamat, to gain power. Added on Vlaakith is also big fan of Material Plane invasions anyway, she does not need to be replaced for one to come into the picture. Added on Zetch'r'r doing the invasion seems out of character for him, he's a member of the Gith group that wants to reunite their species, and does not plan on getting to the conquering until the Gith as a whole are united under him with renewed resolved.
 

Not a huge fan of replacing Vlaakith with Zetch'r'r.

Vlaakith is way more powerful then any other Githyanki. (Considering that she personally kills any Githyanki that reaches a level of power she feels uncomfortable keeping around.) Added on It's heavily implied that Vlaakith backstabbed Gith and handed her to Tiamat, to gain power. Added on Vlaakith is also big fan of Material Plane invasions anyway, she does not need to be replaced for one to come into the picture. Added on Zetch'r'r doing the invasion seems out of character for him, he's a member of the Gith group that wants to reunite their species, and does not plan on getting to the conquering until the Gith as a whole are united under him with renewed resolved.
I just found this more extensive summary of the githyanki-related events of Scales of War, which apparently takes place with the assumption that the events of the Dungeon #100 adventure The Lich-Queen's Beloved had transpired before the events of Scales of War.
During the Scales of War Adventure Path Vlaakith CLVII had been assassinated (in Dungeon #100), and many of her former underlings sought to claim the throne for themselves. Ultimately, the most successful incumbent was a githyanki warlord named Zetch'r'r, who had been in a critical position: after all, he had provided aide to the assassins who brought down the Lich-Queen in the first place! A member of the Sha’sal Khou, a secret society dedicated to forging peace between the githyanki and githzerai, Zetch'r'r found himself stymied because of his beliefs. Desperate to cement his ill-gotten power, he reluctantly sought the aide of Tiamat to reforge the pact between the Red Dragons and Githyanki. Amid the ruins of Vlaakith’s old palace, Tiamat’s dark priests crowned Zetch’r’r emperor.

During the power struggle, the soul of Gith was inadvertently released from the Nine Hells. Gith masqueraded as Vlakith CLVIII (158th) and eventually destroyed the Scepter of Ephelomon ending the pact and control of the red dragons. Her first order of business after securing the city was to extend a hand of peace to their githzerai cousins. Those githzerai who accepted the proffered peace eventually made the journey from the Elemental Chaos to find new lives amid their age-old enemies. A reunited people, they surrendered their old identities of githyanki or githzerai and embraced a new culture as the gith.
Because the adventure refers to "only ... those githyanki under Vlaakith’s (Gith's) command", it is presumed that not all githyanki (and/or githzerai) will follow this group of "Seperatists" and does not impact the races overall. The outcome of such events is left to speculation at the conclusion of the adventure path.
 


Yeah, Scales of War is kind of interesting in that it incorporates the events of some adventures from 3E and prior as canon despite 4E changing a lot of details about the cosmology and lore.

IIRC, a few 4E sources mentioned that some version of the events of the Savage Tide Adventure Path occurred in the past, though with Demogorgon still around. I think one late 4E magazine article even tried to create a lore reason for the yugoloths becoming demons in 4E when previous publications had made no mention of them ever being separate.
 

GuyBoy

Hero
Could be interesting to have the players assisted by Githzerai to oppose the invasion.
Could be even more interesting, in a problematic way, to have assistance offered by Mind Flayers, or their agents. The enemy of my enemy is a brain-eating evil abomination....
 

Quickleaf

Legend
A few stat blocks and ideas I had floating around my drive which might be of interest to your campaign...

My storyline (building off of Lich Queen's Beloved & Scales of War):

Vlaakith declares a githyanki exodus to reclaim their forgotten homeworld – Faerûn. Her strategy is carefully planned, giving renewed purpose to the githyanki, silencing growing voices of dissent, attempting to head off a mind flayer plot, and striking the nation of Amn in its weakest hour. However, the surprising discovery of the Tomb of Gith causes splinters on the unified githyanki front.

It is 1493 DR, Year of the Purple Dragons. Elturel has been dragged into hell, numerous conflicts plague Amnian society, and githyanki society is in turmoil. Gith masquerades as Vlaakith CLVXIII (158th), possessing the inheritor of the Lich Queen’s throne, but the body is decaying. She has powerful githyanki brought to her, searching for a suitable new host as her former host weakens. The Ch’r’ai, inquisitor-mages loyal to the Lich Queen, suspect the truth but stay quiet in order to maintain their position, while secretly searching for the alleged phylactery of the Lich Queen. The Duthka’gith (half-red dragon gith) are hunted down in a concerted effort to restore racial purity. The Sha’sal Khou who nearly gave Tu’narath over to Tiamat are branded traitors, even as overtures are made to reincorporate the “wayward” githzerai through force of arms.

Complete stat blocks (see below):
  • The githyanki youngling is a neophyte githyanki being raised on a creche hidden on the Material Plane.
  • The githyanki varsh is a caretaker, wetnurse, tutor, and awakener of psionic talent who cares for the young of a githyanki creche on the Material Plane.
  • The githyanki warlock is pacted to Vlaakith (or potentially Gith), and are sometimes known as "blackweavers" for their mastery of raw necromanctic energies.
Loose concepts:
  • Githyanki Assassins wearing camouflage armor that lets them chameleon with the environment. But this isn't just colorful camouflage, these assassins also cloak themselves in emotions. So everyone has to make Charisma saves to avoid becoming irrationally happy or depressed, and everyone around them seems to start developing mood swings, these whoresons jump out from under the bed and start knifing people.
  • Githyanki Reapers. Have silver nets and scythes, catch the souls of people who die. They carry jars full of trapped souls and throw them or summon them as allies. Smashing these bottles or untying the silver nooses around a ghosts' neck will free them, though that's very hard when a Ghost Barbarian is stabbing you with the ghost of a dagger.
  • Mindslicer / Analysts. These guys are mind-mages, and manipulate social constructs. Suddenly the party may forget how their armor functions, or how their weapons work. Hirelings might wonder why they are listening to the party, and a thief who just robbed them might ask why they are carrying around some much useless gold cylinders. Also, if they're on the Astral Plane, they can create stuff out of thin air.
  • Far Wanderer / Pirate Captain / God-Binders. These guys levitate along, meditating and praying to a long-dead deity. This animates a portion of the God, which then fights for the Githyanki horde. This God-shell is dead, invigorated only by the prayers directed at it. If they die, so does the God-shell. This would be the best method of fighting them, as the God-shell has like 200 hit points and AC 21 or something crazy.
  • Sarth = "sergeants" who lead groups of githyanki warriors, start with githyanki warrior base stats, give them 75%-100% of Hit Dice value (e.g. max HP), a Fighting Style, a Feat, the Parry reaction (+3 AC), and potentially better gear. Aim for CR 4.
  • g’lathk = astral farmers
  • var’ith'n = astral engineer/shipwright
  • y’rn = transport specialist
  • Duthka’gith (half dragon githyanki hybrids)
  • Osyrimon= General of Tu’narath, once led many battles against mind flayers, recalled to handle githyanki dissidents, but slowly courted by Sha’sal Khou.
    • 17th level fighter; 150 (20d8+60) hit points, AC 19 (plate+1), five saves + disadv = eff AC 25 / defensive CR 11
    • Str 18, Con 17, Dex 17, Int 14, Wis 17, Cha 16
    • DPR = 14+19+20+19 = 72 / offensive CR 12
    • Multiattack x3: Silver Greatsword +11 to hit; 14 (2d6+7)
    • Telekinetic Hurl = Medium or smaller target, Strength save, pushed up to 30 feet and prone, if ending in space occupied by a Medium or smaller creature it must also make Strength or prone. Each takes 1d6 bludgeoning per every 10 feet the target pushed.
    • Mark = disadvantage attack other creature besides Osymiron until the start of his next turn, and Osymiron’s attacks deal an extra 1d10 psychic damage against creatures he has marked.
    • Master Dragon Rider
    • Riposte = reaction attack vs. anyone attacking him
    • Githyanki Knight Psionics

Githyanki Youngling
Medium humanoid (gith), lawful evil
Armor Class 17 (half plate)
Hit Points 22 (5d8)
Speed 30 ft.

STR DEX CON INT WIS CHA
14 (+2) 14 (+2) 11 (+0) 13 (+1) 12 (+1) 10 (+0)

Saving Throws Con +2, Int +3, Wis +3
Senses passive Perception 11
Languages Gith
Challenge 1 (200 XP)

Innate Spellcasting (Psionics). The githyanki’s spellcasting ability is Intelligence (spell save DC #, +# to hit with spell attacks). It can innately cast the following spells, requiring no components:
At-will: mage hand (the hand is invisible)
1/day each: jump, misty step, nondetection (self only)

Actions

Longsword.
Melee Weapon Attack: +4 to hit, reach 5 ft. one target. Hit: 6 (1d8+2) slashing damage, or 7 (1d10+2) slashing damage wielded with two hands, plus 3 (1d6) psychic damage.

Githyanki Varsh
Medium humanoid (gith), lawful evil
Armor Class 16 (breastplate)
Hit Points 49 (9d8+9)
Speed 30 ft.

STR DEX CON INT WIS CHA
15 (+2) 14 (+2) 12 (+1) 16 (+3) 15 (+2) 12 (+1)

Saving Throws Con +4, Int +7, Wis +5
Skills Insight +5, Perception +5
Senses passive Perception 15
Languages Gith
Challenge 5 (1,800 XP)

Innate Spellcasting (Psionics). The githyanki’s spellcasting ability is Intelligence (spell save DC 14, +6 to hit with spell attacks). It can innately cast the following spells, requiring no components:
At-will: mage hand (the hand is invisible)
3/day each: jump, misty step, nondetection
1/day each: plane shift, slow, telekinesis

Actions

Longsword.
Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 6 (1d8+2) slashing damage, or 7 (1d10+2) slashing damage if wielded in two hands, plus 7 (2d6) psychic damage.

Force Bolt. Ranged Spell Attack: +6 to hit, range 100 ft. one target. Hit: 10 (2d6+3) force damage.

Awaken Wild Talent (once per short or long rest). The githyanki touches a willing creature. If it is a githyanki it regains a use of one its psionic spells. If it is a non-githyanki, it gains the ability to use jump or misty step on itself once before its next short or long rest.

Bonus Actions

Arcane Ward.
As a bonus action, the githyanki can raise a protective barrier around itself or a willing ally it can see within 30 feet, and the target gains 20 temporary hit points.

Reactions

Counterstrike.
When a creature within 100 feet that githyanki can see damages a creature protected by the githyanki’s Arcane Ward, the githyanki can use its reaction to make a Force Bolt attack against that creature.

Interception. When a creature the githyanki can see hits a target, besides the githyanki, within 5 feet of it with an attack, the githyanki can use its reaction to reduce the damage the target takes by 1d10 + 3.

Shatter Ward. When the temporary hit points granted by its Arcane Ward are reduced to 0, and the githyanki can see the warded creature, the githyanki can cause a burst of force to emanate from around the warded creature as its reaction. Each creature within 10 feet of the warded creature must succeed a DC 14 Strength saving throw or take 7 (2d6) force damage and be pushed away from the warded creature by 10 feet.

Githyanki Warlock
Medium humanoid (gith), lawful evil
Armor Class 12 (or 15 with mage armor)
Hit Points 71 (11d8+22)
Speed 30 ft.

STR DEX CON INT WIS CHA
13 (+1) 14 (+2) 14 (+2) 16 (+3) 13 (+1) 16 (+3)

Saving Throws Con +5, Int +6, Wis +4
Skills Arcana +6, Intimidation +6
Senses passive Perception 11
Languages Gith
Challenge 5 (1,800 XP)

Among the Dead. If an undead targets the githyanki with an attack or a harmful spell, that creature must make a DC 14 Wisdom saving throw (an undead needn't make the save when it includes you in an area effect, such as a fireball). On a failed save, the creature must choose a new target or forfeit targeting someone instead of the githyanki, potentially wasting the attack or spell. On a successful save, the creature is immune to this effect for 24 hours. An undead is also immune to this effect for 24 hours if the githyanki attempts to harm it.

Innate Spellcasting (Psionics). The githyanki’s spellcasting ability is Intelligence (spell save DC #, +# to hit with spell attacks). It can innately cast the following spells, requiring no components:
At-will: detect magic, levitate (self only), mage armor (self only), mage hand (the hand is invisible)
3/day each: jump, misty step, nondetection (self only), tongues
1/day each: plane shift, telekinesis

Spellcasting. The githyanki is an 11th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 14, +6 to hit with spell attacks). It regains its expended spell slots when it finishes a short or long rest. It knows the following warlock spells:
Cantrips (at will): blade ward, chill touch, eldritch blast (3 beams), spare the dying, toll the dead
1st-5th level (3 5th-level slots): blight, cause fear, death ward, enervation, false life, hellish rebuke, legend lore, ray of enfeeblement, silence, spirit shroud, vampiric touch

Actions

Multiattack.
The githyanki uses its Death Touch and casts a cantrip.

Death Touch. Melee Spell Attack: +6 to hit, reach 5 ft. one target. Hit: 10 (3d6) necrotic damage, and the target must succeed a DC 14 Constitution saving throw or reduce its maximum hit points by an equivalent amount. If the target is a living creature that is reduced to 0 hit points by this attack, it immediately dies.

Bonus Actions

One With Shadows.
In an area of dim light or darkness, the githyanki can use its bonus action to become invisible until it moves or takes an action or reaction.
 
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