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Githyanki Incursion
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<blockquote data-quote="Quickleaf" data-source="post: 8436399" data-attributes="member: 20323"><p>A few stat blocks and ideas I had floating around my drive which might be of interest to your campaign...</p><p></p><p><span style="color: rgb(251, 160, 38)">My storyline</span> (building off of Lich Queen's Beloved & Scales of War):</p><p></p><p>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.</p><p></p><p>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.</p><p></p><p><span style="color: rgb(251, 160, 38)">Complete stat blocks (see below):</span></p><ul> <li data-xf-list-type="ul">The <strong>githyanki youngling </strong>is a neophyte githyanki being raised on a creche hidden on the Material Plane.</li> <li data-xf-list-type="ul">The <strong>githyanki varsh</strong> is a caretaker, wetnurse, tutor, and awakener of psionic talent who cares for the young of a githyanki creche on the Material Plane.</li> <li data-xf-list-type="ul">The <strong>githyanki warlock</strong> is pacted to Vlaakith (or potentially Gith), and are sometimes known as "blackweavers" for their mastery of raw necromanctic energies.</li> </ul><p><span style="color: rgb(251, 160, 38)">Loose concepts:</span></p><ul> <li data-xf-list-type="ul"><strong>Githyanki Assassins </strong>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.</li> <li data-xf-list-type="ul"><strong>Githyanki Reapers.</strong> 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.</li> <li data-xf-list-type="ul"><strong>Mindslicer / Analysts.</strong> 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.</li> <li data-xf-list-type="ul"><strong>Far Wanderer / Pirate Captain / God-Binders. </strong>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.</li> <li data-xf-list-type="ul"><strong>Sarth </strong>= "sergeants" who lead groups of githyanki warriors, start with <strong>githyanki warrior </strong>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.</li> <li data-xf-list-type="ul"><strong>g’lathk</strong> = astral farmers</li> <li data-xf-list-type="ul"><strong>var’ith'n</strong> = astral engineer/shipwright</li> <li data-xf-list-type="ul"><strong>y’rn</strong> = transport specialist</li> <li data-xf-list-type="ul"><strong>Duthka’gith </strong>(half dragon githyanki hybrids) [MEDIA=reddit]monsteraday/comments/8bvunu[/MEDIA]</li> <li data-xf-list-type="ul"><strong>Osyrimon</strong>= General of Tu’narath, once led many battles against mind flayers, recalled to handle githyanki dissidents, but slowly courted by Sha’sal Khou.<ul> <li data-xf-list-type="ul">17th level fighter; 150 (20d8+60) hit points, AC 19 (plate+1), five saves + disadv = eff AC 25 / defensive CR 11</li> <li data-xf-list-type="ul">Str 18, Con 17, Dex 17, Int 14, Wis 17, Cha 16</li> <li data-xf-list-type="ul">DPR = 14+19+20+19 = 72 / offensive CR 12</li> <li data-xf-list-type="ul">Multiattack x3: Silver Greatsword +11 to hit; 14 (2d6+7)</li> <li data-xf-list-type="ul">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.</li> <li data-xf-list-type="ul">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.</li> <li data-xf-list-type="ul">Master Dragon Rider</li> <li data-xf-list-type="ul">Riposte = reaction attack vs. anyone attacking him</li> <li data-xf-list-type="ul">Githyanki Knight Psionics</li> </ul></li> </ul><p></p><p><strong><span style="color: rgb(251, 160, 38)">Githyanki Youngling</span></strong></p><p><em>Medium humanoid (gith), lawful evil</em></p><p><strong>Armor Class </strong>17 (half plate)</p><p><strong>Hit Points </strong>22 (5d8)</p><p><strong>Speed </strong>30 ft.</p><p></p><p><strong>STR DEX CON INT WIS CHA</strong></p><p><strong> </strong>14 (+2) 14 (+2) 11 (+0) 13 (+1) 12 (+1) 10 (+0)</p><p></p><p><strong>Saving Throws </strong>Con +2, Int +3, Wis +3</p><p><strong>Senses </strong>passive Perception 11</p><p><strong>Languages</strong> Gith</p><p><strong>Challenge </strong>1 (200 XP)</p><p></p><p><strong><em>Innate Spellcasting (Psionics). </em></strong>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:</p><p>At-will: <em>mage hand </em>(the hand is invisible)</p><p>1/day each: <em>jump, misty step, nondetection </em>(self only)</p><p></p><p><strong>Actions</strong></p><p><strong></strong></p><p><strong><em>Longsword. </em></strong><em>Melee Weapon Attack: </em>+4 to hit, reach 5 ft. one target. <em>Hit: </em>6 (1d8+2) slashing damage, or 7 (1d10+2) slashing damage wielded with two hands, plus 3 (1d6) psychic damage.</p><p></p><p><strong><span style="color: rgb(251, 160, 38)">Githyanki Varsh</span></strong></p><p><em>Medium humanoid (gith), lawful evil</em></p><p><strong>Armor Class </strong>16 (breastplate)</p><p><strong>Hit Points </strong>49 (9d8+9)</p><p><strong>Speed </strong>30 ft.</p><p></p><p><strong>STR DEX CON INT WIS CHA</strong></p><p><strong> </strong>15 (+2) 14 (+2) 12 (+1) 16 (+3) 15 (+2) 12 (+1)</p><p></p><p><strong>Saving Throws </strong>Con +4, Int +7, Wis +5</p><p><strong>Skills </strong>Insight +5, Perception +5</p><p><strong>Senses </strong>passive Perception 15</p><p><strong>Languages</strong> Gith</p><p><strong>Challenge </strong>5 (1,800 XP)</p><p></p><p><strong><em>Innate Spellcasting (Psionics). </em></strong>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:</p><p>At-will: <em>mage hand </em>(the hand is invisible)</p><p>3/day each: <em>jump, misty step, nondetection</em></p><p>1/day each:<em> plane shift, slow, telekinesis</em></p><p></p><p><strong>Actions</strong></p><p><strong></strong></p><p><strong><em>Longsword. </em></strong><em>Melee Weapon Attack: </em>+6 to hit, reach 5 ft., one target. <em>Hit: </em>6 (1d8+2) slashing damage, or 7 (1d10+2) slashing damage if wielded in two hands, plus 7 (2d6) psychic damage.</p><p></p><p><strong><em>Force Bolt. </em></strong><em>Ranged Spell Attack: </em>+6 to hit, range 100 ft. one target. <em>Hit: </em>10 (2d6+3) force damage.</p><p></p><p><strong><em>Awaken Wild Talent (once per short or long rest). </em></strong>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 <em>jump </em>or <em>misty step</em> on itself once before its next short or long rest.</p><p></p><p><strong>Bonus Actions</strong></p><p><strong></strong></p><p><strong><em>Arcane Ward. </em></strong>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.</p><p></p><p><strong>Reactions</strong></p><p><strong></strong></p><p><strong><em>Counterstrike. </em></strong>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.</p><p></p><p><strong><em>Interception. </em></strong>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.</p><p></p><p><strong><em>Shatter Ward. </em></strong>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.</p><p></p><p><strong><span style="color: rgb(251, 160, 38)">Githyanki Warlock</span></strong></p><p><em>Medium humanoid (gith), lawful evil</em></p><p><strong>Armor Class </strong>12 (or 15 with <em>mage armor</em>)</p><p><strong>Hit Points </strong>71 (11d8+22)</p><p><strong>Speed </strong>30 ft.</p><p></p><p><strong>STR DEX CON INT WIS CHA</strong></p><p><strong> </strong>13 (+1) 14 (+2) 14 (+2) 16 (+3) 13 (+1) 16 (+3)</p><p></p><p><strong>Saving Throws </strong>Con +5, Int +6, Wis +4</p><p><strong>Skills </strong>Arcana +6, Intimidation +6</p><p><strong>Senses </strong>passive Perception 11</p><p><strong>Languages</strong> Gith</p><p><strong>Challenge </strong>5 (1,800 XP)</p><p></p><p><strong><em>Among the Dead. </em></strong>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 <em>fireball</em>). 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.</p><p></p><p><strong><em>Innate Spellcasting (Psionics). </em></strong>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:</p><p>At-will: <em>detect magic, levitate </em>(self only), <em>mage armor </em>(self only)<em>, mage hand </em>(the hand is invisible)</p><p>3/day each: <em>jump, misty step, nondetection </em>(self only), <em>tongues</em></p><p>1/day each: <em>plane shift, telekinesis</em></p><p></p><p><strong><em>Spellcasting. </em></strong>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:</p><p>Cantrips (at will): <em>blade ward, chill touch, eldritch blast </em>(3 beams)<em>, spare the dying, toll the dead</em></p><p>1st-5th level (3 5th-level slots): <em>blight, cause fear, death ward, enervation, false life, hellish rebuke, legend lore, ray of enfeeblement, silence, spirit shroud, vampiric touch</em></p><p></p><p><strong>Actions</strong></p><p><strong></strong></p><p><strong><em>Multiattack. </em></strong>The githyanki uses its Death Touch and casts a cantrip.</p><p></p><p><strong><em>Death Touch. </em></strong><em>Melee Spell Attack: </em>+6 to hit, reach 5 ft. one target. <em>Hit: </em>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.</p><p></p><p><strong>Bonus Actions</strong></p><p><strong></strong></p><p><strong><em>One With Shadows. </em></strong>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.</p></blockquote><p></p>
[QUOTE="Quickleaf, post: 8436399, member: 20323"] A few stat blocks and ideas I had floating around my drive which might be of interest to your campaign... [COLOR=rgb(251, 160, 38)]My storyline[/COLOR] (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. [COLOR=rgb(251, 160, 38)]Complete stat blocks (see below):[/COLOR] [LIST] [*]The [B]githyanki youngling [/B]is a neophyte githyanki being raised on a creche hidden on the Material Plane. [*]The [B]githyanki varsh[/B] is a caretaker, wetnurse, tutor, and awakener of psionic talent who cares for the young of a githyanki creche on the Material Plane. [*]The [B]githyanki warlock[/B] is pacted to Vlaakith (or potentially Gith), and are sometimes known as "blackweavers" for their mastery of raw necromanctic energies. [/LIST] [COLOR=rgb(251, 160, 38)]Loose concepts:[/COLOR] [LIST] [*][B]Githyanki Assassins [/B]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. [*][B]Githyanki Reapers.[/B] 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. [*][B]Mindslicer / Analysts.[/B] 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. [*][B]Far Wanderer / Pirate Captain / God-Binders. [/B]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. [*][B]Sarth [/B]= "sergeants" who lead groups of githyanki warriors, start with [B]githyanki warrior [/B]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. [*][B]g’lathk[/B] = astral farmers [*][B]var’ith'n[/B] = astral engineer/shipwright [*][B]y’rn[/B] = transport specialist [*][B]Duthka’gith [/B](half dragon githyanki hybrids) [MEDIA=reddit]monsteraday/comments/8bvunu[/MEDIA] [*][B]Osyrimon[/B]= General of Tu’narath, once led many battles against mind flayers, recalled to handle githyanki dissidents, but slowly courted by Sha’sal Khou. [LIST] [*]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 [/LIST] [/LIST] [B][COLOR=rgb(251, 160, 38)]Githyanki Youngling[/COLOR][/B] [I]Medium humanoid (gith), lawful evil[/I] [B]Armor Class [/B]17 (half plate) [B]Hit Points [/B]22 (5d8) [B]Speed [/B]30 ft. [B]STR DEX CON INT WIS CHA [/B]14 (+2) 14 (+2) 11 (+0) 13 (+1) 12 (+1) 10 (+0) [B]Saving Throws [/B]Con +2, Int +3, Wis +3 [B]Senses [/B]passive Perception 11 [B]Languages[/B] Gith [B]Challenge [/B]1 (200 XP) [B][I]Innate Spellcasting (Psionics). [/I][/B]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: [I]mage hand [/I](the hand is invisible) 1/day each: [I]jump, misty step, nondetection [/I](self only) [B]Actions [I]Longsword. [/I][/B][I]Melee Weapon Attack: [/I]+4 to hit, reach 5 ft. one target. [I]Hit: [/I]6 (1d8+2) slashing damage, or 7 (1d10+2) slashing damage wielded with two hands, plus 3 (1d6) psychic damage. [B][COLOR=rgb(251, 160, 38)]Githyanki Varsh[/COLOR][/B] [I]Medium humanoid (gith), lawful evil[/I] [B]Armor Class [/B]16 (breastplate) [B]Hit Points [/B]49 (9d8+9) [B]Speed [/B]30 ft. [B]STR DEX CON INT WIS CHA [/B]15 (+2) 14 (+2) 12 (+1) 16 (+3) 15 (+2) 12 (+1) [B]Saving Throws [/B]Con +4, Int +7, Wis +5 [B]Skills [/B]Insight +5, Perception +5 [B]Senses [/B]passive Perception 15 [B]Languages[/B] Gith [B]Challenge [/B]5 (1,800 XP) [B][I]Innate Spellcasting (Psionics). [/I][/B]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: [I]mage hand [/I](the hand is invisible) 3/day each: [I]jump, misty step, nondetection[/I] 1/day each:[I] plane shift, slow, telekinesis[/I] [B]Actions [I]Longsword. [/I][/B][I]Melee Weapon Attack: [/I]+6 to hit, reach 5 ft., one target. [I]Hit: [/I]6 (1d8+2) slashing damage, or 7 (1d10+2) slashing damage if wielded in two hands, plus 7 (2d6) psychic damage. [B][I]Force Bolt. [/I][/B][I]Ranged Spell Attack: [/I]+6 to hit, range 100 ft. one target. [I]Hit: [/I]10 (2d6+3) force damage. [B][I]Awaken Wild Talent (once per short or long rest). [/I][/B]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 [I]jump [/I]or [I]misty step[/I] on itself once before its next short or long rest. [B]Bonus Actions [I]Arcane Ward. [/I][/B]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. [B]Reactions [I]Counterstrike. [/I][/B]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. [B][I]Interception. [/I][/B]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. [B][I]Shatter Ward. [/I][/B]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. [B][COLOR=rgb(251, 160, 38)]Githyanki Warlock[/COLOR][/B] [I]Medium humanoid (gith), lawful evil[/I] [B]Armor Class [/B]12 (or 15 with [I]mage armor[/I]) [B]Hit Points [/B]71 (11d8+22) [B]Speed [/B]30 ft. [B]STR DEX CON INT WIS CHA [/B]13 (+1) 14 (+2) 14 (+2) 16 (+3) 13 (+1) 16 (+3) [B]Saving Throws [/B]Con +5, Int +6, Wis +4 [B]Skills [/B]Arcana +6, Intimidation +6 [B]Senses [/B]passive Perception 11 [B]Languages[/B] Gith [B]Challenge [/B]5 (1,800 XP) [B][I]Among the Dead. [/I][/B]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 [I]fireball[/I]). 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. [B][I]Innate Spellcasting (Psionics). [/I][/B]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: [I]detect magic, levitate [/I](self only), [I]mage armor [/I](self only)[I], mage hand [/I](the hand is invisible) 3/day each: [I]jump, misty step, nondetection [/I](self only), [I]tongues[/I] 1/day each: [I]plane shift, telekinesis[/I] [B][I]Spellcasting. [/I][/B]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): [I]blade ward, chill touch, eldritch blast [/I](3 beams)[I], spare the dying, toll the dead[/I] 1st-5th level (3 5th-level slots): [I]blight, cause fear, death ward, enervation, false life, hellish rebuke, legend lore, ray of enfeeblement, silence, spirit shroud, vampiric touch[/I] [B]Actions [I]Multiattack. [/I][/B]The githyanki uses its Death Touch and casts a cantrip. [B][I]Death Touch. [/I][/B][I]Melee Spell Attack: [/I]+6 to hit, reach 5 ft. one target. [I]Hit: [/I]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. [B]Bonus Actions [I]One With Shadows. [/I][/B]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. [/QUOTE]
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