Medium humanoid (gith), lawful neutral
Armor Class 20
Hit Points 144 (17d8 + 68)
Speed 30 ft., fly 40 ft. (hover)
Proficiency Bonus +5
Proficiency Bonus +7 (5th Edition Advanced Mode)
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
16 (+3) | 21 (+5) | 18 (+4) | 18 (+4) | 20 (+5) | 14 (+2) |
Saving Throws Str +8, Dex +10, Int +9, Wis +10
Skills Arcana +9, Insight +10, Perception +10
Senses passive Perception 20
Languages Gith
Challenge 16 (15,000 XP)
Innate Spellcasting (Psionics). The anarch’s innate spellcasting ability is Wisdom (spell save DC 18, + 10 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: Feather Fall, Jump, See Invisibility, Shield, Telekinesis
- 1/day each: Globe of Invulnerability, Plane Shift, Teleportation Circle, Wall of Force
Psychic Defense. While the anarch is wearing no armor and wielding no shield, its AC includes its Wisdom modifier
ACTIONS
- Multiattack. The anarch makes three unarmed strikes.
- Unarmed Strike. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) bludgeoning damage plus 18 (4d8) psychic damage.
LEGENDARY ACTIONS
The anarch can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. The anarch regains spent legendary actions at the start of its turn.
- Strike. The anarch makes one unarmed strike.
- Teleport. The anarch magically teleports, along with any equipment it is wearing and carrying, to an unoccupied space it can see within 30 feet of it.
- Change Gravity (Costs 3 Actions). The anarch casts the reverse gravity spell. The spell has the normal effect, except that the anarch can orient the area in any direction and creatures and objects fall toward the end of the area.
5th Edition Advanced Mode
Limiting the power of a character and making the overall difficulty of the game harder, does not reduce the creativity, indeed it does quite the opposite.
The Game Master has the option to use any and all of the instances proposed in this guide, or just some of them according to their preference.
It is the lack of something that move and motivate characters, not the abundance of it
DESCRIPTION
The githzerai are a race of humanoids who live in the plane of Limbo, where they have learned to harness the power of chaos and shape it to their will. They are cousins of the githyanki, but they have diverged from them in philosophy and culture. They are slender and wiry, with yellow or green skin and black or red hair. They have angular features, pointed ears, and sharp teeth. They dress in simple robes or leather armor, often decorated with geometric patterns or symbols of their beliefs.
The githzerai anarchs are the most powerful and respected members of their society. They are masters of psionics and magic, able to manipulate reality with their minds. They are also skilled warriors, who can fight with their fists or weapons. They are revered as leaders, teachers, and protectors by their kin. They often reside in the great fortresses and monasteries that the githzerai have built on the unformed substance of Limbo, where they meditate and study the secrets of the multiverse.
COMBAT
The githzerai anarchs are formidable opponents who use their psionic abilities and spells to enhance their combat prowess. They can fly, teleport, create objects, move objects, cast lightning bolts, and shield themselves from detection. They can also use their psychic defense to increase their armor class while wearing no armor or shield. They prefer to fight in Limbo, where they have more control over the environment and can use their creation ability to shape the unformed substance into weapons or obstacles.
The githzerai anarchs are not aggressive or expansionist, but they will defend themselves and their people from any threat. They often fight against the githyanki, who raid their settlements and seek to enslave them. They also oppose the mind flayers, who once enslaved both races and still hunt them for their brains.
HABITAT / SOCIETY
The githzerai live in the plane of Limbo, a realm of pure chaos where nothing is stable or predictable. They have learned to use their mental focus and discipline to shape the unformed substance of Limbo into structures that suit their needs. They have built citadels, temples, monasteries, schools, libraries, and gardens on the floating islands of matter that drift through the plane. They also have outposts and portals on other planes that they use for trade or exploration.
The githzerai society is based on harmony and balance between chaos and order. They value individual freedom and self-reliance, but also respect the authority of their elders and leaders. They follow a philosophy called Zerthimon, which teaches them to seek enlightenment through meditation and study. The githzerai anarchs are the highest-ranking members of their society, who have achieved a state of perfection in both psionics and magic. They are chosen by their peers for their wisdom and skill, not by birth or blood.
ECOLOGY
The githzerai are omnivorous, but they prefer vegetarian food over meat. They can create food from the unformed substance of Limbo using their psionic abilities, but they also cultivate crops and orchards on their islands. They also trade with other planes for exotic foods and spices that they cannot produce themselves. The githzerai do not age while on Limbo, but they do age normally on other planes. They have an average lifespan of 80 to 120 years.
The githzerai reproduce sexually, but they do not form lasting bonds or families. They view reproduction as a means of preserving their race, not as an expression of love or emotion. They send their offspring to communal nurseries, where they are raised and educated by caretakers and teachers. The githzerai do not have names until they reach adulthood, when they choose them based on their achievements or aspirations. The githzerai value intelligence, wisdom, courage, and discipline above all else.