Gith Guards of the City of Cinders
The Guard force of the City of Cinders are primarily made up of Gith. They are as corrupt and violent as anyone else and often used by different Cadousars to murder and rob each other. They are expert fighters and they carry a red gemstone collar as well which they are adept at attaching to new arrival’s necks. They fling the collars like frisbees and it takes a Dexterity saving throw of DC 15 to avoid.
Physical Description
General Physical Condition
Race: Githyanki
Class & Level: Fighter 7 (Eldritch Knight)
Background: Acolyte
Alignment: Lawful Evil
Experience: 24,840 xp
ABILITY SCORES & ABILITIES
(* includes +3 proficiency bonus; ** includes expertise, if any)
Strength 12
+1 ... Strength Ability Checks
+4 ... Strength Saving Throws *
+1 ... Athletics Skill
180 lbs. ... Maximum Carrying Capacity
360 lbs. ... Max. Push or Drag (Speed -5 ft.)
360 lbs. ... Maximum Lift
Dexterity 19
+4 ... Dexterity Ability Checks
+4 ... Dexterity Saving Throws
+7 ... Acrobatics Skill *
+4 ... Sleight of Hand Skill
+7 ... Stealth Skill *
Constitution 13
+1 ... Constitution Ability Checks
+4 ... Constitution Saving Throws *
Intelligence 12
+1 ... Intelligence Ability Checks
+1 ... Intelligence Saving Throws
+1 ... Arcana Skill
+1 ... History Skill
+1 ... Investigation Skill
+1 ... Nature Skill
+4 ... Religion Skill *
Wisdom 8
-1 ... Wisdom Ability Checks
-1 ... Wisdom Saving Throws
-1 ... Animal Handling Skill
+2 ... Insight Skill *
-1 ... Medicine Skill
+2 ... Perception Skill *
-1 ... Survival Skill
Charisma 10
+0 ... Charisma Ability Checks
+0 ... Charisma Saving Throws
+0 ... Deception Skill
+0 ... Intimidation Skill
+0 ... Performance Skill
-1 ... Persuasion Skill
COMBAT [PHB p. 189]
12 ... Passive Perception
+4 ... Initiative Modifier
Armor Class 16 ... Armor worn: none, shield
30 ft. Speed ... Base distance per move
53 hit points ... 7d10 Hit Dice
Longbow. Ranged Weapon Attack: +9 to hit. Hit: 1d8+4 piercing damage. (Normal range to 150 ft.; disadvantage long range 151 to 600 ft. Must be used two-handed.)
Rapier. Melee Weapon Attack: +7 to hit, reach 5 ft. Hit: 1d8+4 piercing damage.
Scimitar. Melee Weapon Attack: +7 to hit, reach 5 ft. Hit: 1d6+4 slashing damage.
Fighting Style: Archery. Add +2 to hit for any ranged weapon attack.
FEATURES, TRAITS, SPECIAL ABILITIES
Acolyte Background [PHB p. 127]
• Feature: Shelter of the Faithful.
• Traits: Following rumors about an ultimate weapon. Considers mortal worlds stifling and backwards.
• Ideal: Doubt is always one's worst enemy.
• Bond: Stalwart enemy to fiends.
• Flaw: Overconfident on destiny.
Proficiencies & Languages
• Proficiency Bonus: +3
• Armor: light armor, medium armor, heavy armor, shields
• Weapons: simple weapons, martial weapons, greatsword, longsword, shortsword
• Tools: none
• Saving Throws: Strength, Constitution
• Skills: Acrobatics, Insight, Perception, Religion, Stealth
• Languages: Common, Gith, Celestial, Draconic, Infernal
Githyanki Traits [MToF p. 96]
• Age: 27 years old
• Medium Size (7' 1", 292 lbs.)
• Decadent Mastery (extra proficiencies)
• Martial Prodigy (weapon proficiencies)
• Githyanki Psionics (Invisible Mage Hand cantrip; plus Jump [as 2nd level] and Misty Step spells each once betw. long rests)
Fighter Class Features [PHB p. 70]
• Fighting Style (Archery)
• Second Wind (regain 1d10+7 h.p.)
• Action Surge (extra action in turn once betw. short rests)
• Weapon Bond (cannot be disarmed)
• Extra Attack (2/attack)
• War Magic (one weapon attack when cantrip used)
Spellcasting [PHB p. 201]
Spell Attack Modifier +4
Spell Save DC 12
Cantrips Known: Blade Ward, True Strike
Prepared Spells
1st Level (4 slots): Charm Person, Sleep, Mage Armor
2nd Level (2 slots): Invisibility, Misty Step
EQUIPMENT & TREASURE
Carried Gear (PHB, p. 143): shield (AC +2), rapier, longbow and 20 arrows, set of common clothes, holy symbol: amulet, prayer book, 5 sticks of incense, vestments. (This load is about 20 lbs.; add 1 lb. per 50 coins carried.)
Magic Items (DMG p. 135)
• bracers of archery (+2 damage w/bow) (a)
• broom of flying
• Keoghtom's ointment
• potion of supreme healing (10d4+20 hp)
• potion of superior healing (8d4+8 hp)
• 3 potions of healing (2d4+2 hp)
(a) Item attuned to character.
Species
Children
Comments