Leatherhead
Possibly a Idiot.
Githyanki (MToF)
The Githyanki are psionic humanoids who hang out on the Astral Plane, where they ride dragons and flying sharks.* Ruled by the Lich Queen Vlaakith, they built their city on the corpse of a dead god, codified the Spell and Sword fighting style, and generally rock an aesthetic that mimics an 80’s metal album cover while going around pillaging the multiverse. Needless to say, if your game doesn’t have Githyanki, you are really missing out.
*As seen in Monstrous Compendium Volume One: Spelljammer Creatures.
Three Githyanki have been reprinted in this book, and will probably serve as templates for the Githyanki that were included in the MM when that is reprinted for 5.5e.
Githyanki Gish
The Gish is the OG Spellblade, famed for their ability to combine sword and spell, to the point where their name is synonymous with the fighting style. So let’s see what they got for us now in the Post MPMotM world.
To start off with, the Gish is a CR 10 spellcaster, so that means they are going to fill out that CR by using a multiattack that also allows them to cast spells. Their multiattack grants three attacks, and they can trade out two of them for a psionic spell. Their attack options are the Longsword (with a hefty psychic damage rider) or Telekinetic bolt, which is a decent ranged spell attack that deals force damage.
All of their spells are psionics now, meaning none of them require any components. This is absolutely brutal, as they are all but uncounterable (save for those strange players who are constantly running around with Detect Magic), even if the Gish is tied up and gagged. To top it off they have the Astral Step power, a bonus action teleport that recharges half the time, for superior movement options.
As for what spells they get, Fireball, Nondetection, Dimension Door, Plane Shift, and Telekinesis. Not only are they going to hurt a lot of people, they are going to be all but impossible to pin down for when the tide does turn against them.
In the changeover, the Gish got a smattering of hp, their longsword attack was significantly buffed due to a combination of more psychic damage and an entire extra multiattack, they gained the telekinetic bolt attack. Their War Magic bonus action was absorbed into their multiattack. All that was paid for by the loss of a lot of spells, telekinetic bolt makes up for most of the damaging ones. But they also lost options like Counterspell, Haste, and Blur. However I must say, while They may not be particularly complex anymore, but they can still stab you with a sword and kill you with a spell, so they should still be a satisfying fight.
Githyanki Kith’rak
The Kith’rak is essentially a warlord in the Githyanki military. They command the warriors who command other warriors.
Honestly I find them lacking, especially when contrasted with the other entries in this book. Despite being cr 12, they are basically an overgrown Githyanki Knight from the MM, but without the cool Silver Greatsword. They have a multiattack that only uses their Normal Greatsword (granted the Greatsword does have bonus psychic damage to match the CR) but they also lack any ranged attacks. They have a small selection of spells, but lack the ability to trade an attack for any of them, and their two most impactful spells, Blur and Telekinesis, require concentration, meaning you can’t even pre-buff if you want to use their only control option. At the very least they have Plane Shift, allowing for a reason to plop them (and their backup) down anywhere anytime, and the Astral step power to replace the Misty Step spell that they lost.
Their warlording power lacks punch as well. It removes fear and charm from all targets that it wants within 30’. And nothing else. No bonus to attack, no extra attacks, no extra movement, no healing, not even so much as a lingering defensive buff.
In the changeover, they lost the Jump spell, and swapped Misty Step with Astral Step on a 4-6 recharge.
Githyanki Supreme Commander.
The Supreme Commander is a general of the Githyanki armies. They lead the Kith’raks, and ride Red Dragons into battle. So they are already looking really badass when compared to the Kith’raks and all they did is show up. They are a legendary CR 14 melee warlord type. They actually have a Silver Greatsword, and their selection of spells is worthwhile. And did I mention the Red Dragon? That by itself is a huge chip in the Commander’s Favor. A CR 10 Young Red would be the ideal companion to a Supreme Commander, and having one really makes up for any kind of weakness that a Commander by themselves would have. You can even use that new Fizbans book to spice up the dragon should you have it. ( Would recommend)
Back to the Commander themselves: Their standard attack is a multiattack, where they make two attacks. While they don’t have a ranged attack, they do have the Bigby’s Hand spell, allowing for some short ranged coverage and control as a bonus action (providing it’s already set up).
Their other really interesting spell is Mass Suggestion. While it can’t cause any direct harm, remember that “Go run home where it is safe” is a perfectly legitimate use of the spell that basically turns it into a Save-or-the-encounter-is-instantly-lost attack. So use caution when you cast it.
They have a bonus action teleport, should the situation call for it. Parry as a reaction, and their legendary actions include granting an ally an attack at advantage, or stabbing someone with their Silver Greatsword themselves. Though they lack some kind of spellcasting option, they really don’t have any spells worth casting on the off turn.
In the changeover, the Supreme Commander lost their Jump Spell, and their Teleport Legendary Action. Personally, I would have replaced Bigby’s Hand with a bonus action that mimicked it, if only to get away from the chunkiness of having to spend a turn to cast it.