Gith
Githyanki Warrior
The githyanki plunder countless worlds from the decks of their astral vessels and the backs of red dragons. Feathers, beads, gems, and precious metals decorate their armor and weapons- the legendary silver swords with which they cut through their foes. Since winning their freedom from the mind flayers, the githyanki have become ruthless conquerors under the rulership of their dread lich-queen, Vlaakith.
Astral Raiders The githyanki despise all other races, undertaking devastating raids that take them from their strongholds in the Astral Realms to the far flung corners of the multiverse. War is the ultimate expression of githyanki culture, and their pitiless black eyes know no mercy. After a raid, they leave shattered survivors enough food and resources to weakly endure. Later, the githyanki return to their conquered foes, plundering them again and again.
Followers of Gith In their own language, githyanki means "followers of Gith." Under the guidance of Gith, the githyanki stratified into a militaristic society, with a strict caste system, dedicated to the ongoing fight against the victims and sworn enemies of their race. When their leader Gith perished, she was replaced by her undead adviser, Vlaakith. The lich-queen forbade worship of all beings except herself. Of all their enemies, the githyanki most hate their former masters, the mind flayers. Their close kin, the githzerai, are second in their enmity. All other creatures are treated with simple contempt by the githyanki, whose xenophobic pride defines their view of inferior races.
Silver Swords In ancient times, gith knights created special weapons to combat their mind Hayer masters. These silver swords channel the force of the wielder's will, dealing psychic as well as physical damage. A githyanki can't become a knight until it masters the singular discipline needed to will such a blade into existence. A silver sword is equivalent to a greatsword, and takes on the properties of a +3 greatsword in the hands of its creator. In the eyes of the githyanki, each silver sword is a priceless relic and a work of art. Githyanki knights will hunt down and destroy any non-githyanki that dares to carry or wield a silver sword, reclaiming it for their people.
Red Dragon Riders In the uprising against the illithids, Gith sought allies. Her adviser Vlaakith appealed to Tiamat, the goddess of evil dragonkind, and Gith ventured into the Nine Hells to meet with her. Only Tiamat now knows what passed between them, but Gith returned to the Astral Ream with the Dragon Queen's red dragon consort Ephelomon, who proclaimed that his kind would forever act as allies to the githyanki. Not all red dragons honor the alliance kindled so long ago, but most at least don't consider the githyanki their enemies.
Outposts in the Mortal Realm Since creatures that dwell on the Astral Realm don't age, the githyanki establish creches in remote areas of the Material Realm to raise their young. Doubling as military academies, these creches train young githyanki to harness their psychic and combat abilities. When a githyanki grows to adulthood and slays a mind flayer as part of a sacred rite of passage, it is permitted to rejoin its people on the Astral Realm.
Armor Class | 17 (half plate) | ||
---|---|---|---|
Hit Points | 9d8+9 | ||
Speed | 30ft. . | ||
Strength | 15 (+2) | ||
Dexterity | 14 (+2) | ||
Constitution | 12 (+1 ) | ||
Intelligence | 13 (+1) | ||
Wisdom | 13 (+1) | ||
Charisma | 10 (+0) | ||
Saving Throws | Constitution d20+3 | Intelligence d20+3 | Wisdom d20+3 |
Senses | Passive perception 11 | ||
Languages | Gith | ||
Challenge | 3 (700 XP) | ||
Special | Innate Spellcasting (Psionics) | The githyanki's innate spellcasting ability is intelligence. | It can innately cast the following spells, |
requiring no components: | |||
Spells 1 | At will | Mage hand (the hand is invisible) | |
Spells 2 | 3/day each | Jump | Misty step |
Nondetection (self only) | |||
Action 1 | Multiattack | The githyanki makes two greatsword attacks | |
Action 2 | Greatsword | Melee Weapon Attack | d20+4 to hit |
Reach 5 ft., one target | Hit 2d6+2 slashing damage | plus 2d6 psychic damage |
Githyanki Knight
Armor Class | 18 (plate) | ||
---|---|---|---|
Hit Points | 14d8+28 | ||
Speed | 30 ft. | ||
Strength | 16 (+3) | ||
Dexterity | 14 (+2) | ||
Constitution | 15 (+2) | ||
Intelligence | 14 (+2) | ||
Wisdom | 14 (+2) | ||
Charisma | 15 (+2) | ||
Saving Throws | Constitution d20+5 | Intelligence d20+5 | Wisdom d20+5 |
Senses | Passive Perception 12 | ||
Languages | Gith | ||
Challenge | 8 (3,9000 XP) | ||
Special | Innate Spellcasting (Psionics) | The githyanki's innate spellcasting ability is Intelligence | (spell save DC 13 d20+5 to hit with spell attacks). |
It can innately cast the following spells, | requiring no components: | ||
Spells 1 | At will | Mage hand (the hand is invisible) | |
Spells 2 | 3/day each | Jump | Misty step |
Nondetection (self only) | Tongues | ||
Spells 3 | 1/day each | Realm shift | Telekinesis |
Action 1 | Multiattack | The githyanki makes two silver greatsword attacks | |
Action 2 | Silver Greatsword | Melee Weapon Attack | d20+9 to hit |
Reach 5ft., one target | Hit 2d6+6 slashing damage | plus 3d6 psychic damage. | This is a magic attack. |
On a critical hit against a target in an astral body | (as with the astral projection spell), | the githyanki can cut the silvery cord | that tethers the target to its material body, |
instead of dealing damage |
Githzerai Monk
Focused philosophers and austere ascetics, the githzerai pursue lives of rigid order. Lean and muscular, they wear unadorned clothing free of ornamentation, keeping their own counsel and trusting few creatures outside of their own kind. Having turned their backs on their warlike githyanki kin, the githzerai maintain a strict monastic lifestyle, dwelling on islands of order in the vast sea of chaos that is the plane of Limbo.
Psionic Adepts The progenitors of the githzerai adapted to- and were transformed by - the psychic environment imposed on them by their illithid overlords. Under the teachings of Zerthimon, who called on his people to abandon the warlike ambitions of Gith, the githzerai focused their mental energy on creating physical and psychic barriers to protect them from attack, psychic or otherwise. Fighting is personal to a githzerai, which uses its mind to daze and incapacitate opponents, leaving them vulnerable to physical punishment.
Order amid Chaos The githzerai willingly dwell in the heart of utter chaos in Limbo - a twisting, mercurial realm prone to manipulation and subjugation by githzerai minds strong enough to master it. Limbo is a maelstrom of primal matter and energy, its terrain a storm of rock and earth swept up in torrents of murky liquid, buffeted by strong winds, blasted by fire, and chilled by crushing walls of ice. The forces of Limbo react to sentience, however. Using the power of their minds, the githzerai tame the realm's chaotic elements, causing them to settle into fixed and survivable forms and creating oases and sanctuaries within the maelstrom. Githzerai fortress-monasteries stand resolute against the chaos that surrounds them, virtually impervious to the turmoil of their surroundings, because the githzerai will it. Each monastery is overseen by monks that impose a strict schedule of chants, meals, martial arts training, and devotions according to their own philosophy. Behind their psionically fortified walls, the githzerai embrace thought, learning, psionic power, order, and discipline above all other things. The social hierarchy of the githzerai is based on merit, and those githzerai who are the wisest teachers and the most skilled at physical and mental combat become leaders. The githzerai revere great heroes and teachers of the past, emulating those figures' virtues in their everyday lives.
Disciples of Zerthimon Githzerai revere Zerthimon, the founder of their race. Although Gith won their people's freedom, Zerthimon saw her as unfit to lead. He believed that her warmongering would soon make her a tyrant no better than the mind flayers. Skilled githzerai monks that best exemplify the teachings and principles of Zerthimon are called zerths. These powerful and disciplined monks can shift their bodies from one realm to another using only the power of their minds.
Beyond Limbo Though githzerai rarely deal with the realms beyond Limbo, advanced monks of other races sometimes seek out a githzerai monastery and attempt to gain admittance as students. More rarely, a githzerai master establishes a hidden monastery on the Material Realm to train young githzerai or to spread the philosophy and teachings of Zerthimon. As disciplined as they are, the githzerai have never forgotten their long imprisonment by the mind flayers. As a special devotion, they organize a rrakkma- an illithid hunting party-to other planes, not returning to their monasteries until they slay at least as many illithids as there are hunters in the party.
Armor Class | 14 | ||
---|---|---|---|
Hit Points | 7d8+7 | ||
Speed | 30ft. | ||
Strength | 12 (+1) | ||
Dexterity | 15 (+2) | ||
Constitution | 12 (+1) | ||
Intelligence | 13 (+1) | ||
Wisdom | 14 (+2) | ||
Charisma | 10 (+0) | ||
Saving Throws | Strength d20+3 | Dexterity d20+4 | Intelligence d20+3 |
Wisdom d20+4 | |||
Skills | Insight d20+4 | Perception d20+4 | |
Senses | Passive Perception 14 | ||
Languages | Gith | ||
Challenge | 2 (450 XP) | ||
Special 1 | Innate Spellcasting (Psionics) | The githzerai's innate spellcasting ability is Wisdom. | It can innately cast the following spells, |
requiring no components: | |||
Spells 1 | At will | Mage hand (the hand is invisible) | |
Spells 2 | 3/day each | Feather fall | Jump |
See invisibility | Shield | ||
Special 2 | Psychic Defense | While the githzerai is wearing no armor and wielding no shield, | its AC includes its Wisdom modifier |
Action 1 | Multiattack | The githzerai makes two unarmed strikes | |
Action 2 | Unarmed Strike | Melee Weapon Attack | d20+4 to hit |
Reach 5 ft., one target | Hit 1d8+2 bludgeoning damage | plus 2d8 psychic damage. | This is a magic weapon attack |
Githzerai Zerth
Armor Class | 17 | ||
---|---|---|---|
Hit Points | 13d8+26 | ||
Speed | 30 ft. | ||
Strength | 13 (+1) | ||
Dexterity | 18 (+4) | ||
Constitution | 15 (+2) | ||
Intelligence | 16 (+3) | ||
Wisdom | 17 (+3) | ||
Charisma | 12 (+1) | ||
Saving Throws | Strength d20+4 | Dexterity d20+7 | Intelligence d20+6 |
Wisdom d20+6 | |||
Skills | Arcana d20+6 | Insight d20+6 | Perception d20+6 |
Senses | Passive Perception 16 | ||
Languages | Gith | ||
Challenge | 6 (2,300 XP) | ||
Special 1 | Innate Spellcasting (Psionics) | The githzerai's spellcasting ability is Wisdom | (spell save DC 14, d20+6 to hit with spell attacks). |
It can innately cast the following spells, | requiring no components: | ||
Spells 1 | At will | Mage hand (the hand is invisible) | |
Spells 2 | 3/day each | Feather fall | Jump |
See invisibility | Shield | ||
Spells 3 | 1/day each | Phantasmal killer | Realm shift |
Special 2 | Psychic Defense | While the githzerai is wearing no armor | and wielding no shield, |
its AC includes its Wisdom modifier | |||
Action 1 | Multiattack | The githzerai makes two unarmed strikes | |
Action 2 | Unarmed Strike | Melee Weapon Attack | d20+7 to hit |
Reach 5 ft., one target | Hit 2d6+4 bludgeoning damage | plus 3d8 psychic damage. | This is a magic weapon attack |
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