20
144 (17d8+68)
walk 30 ft., fly 40 ft.
Str +8, Dex +10, Int +9, Wis +10
Arcana +9, Insight +10, Perception +10
Gith
16
While the anarch is wearing no armor and wielding no shield, its AC includes its Wisdom modifier.
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
The anarch makes three unarmed strikes.
Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) bludgeoning damage plus 18 (4d8) psychic damage.
The humanoid (gith) can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. The humanoid (gith) regains spent legendary actions at the start of its turn.
The anarch makes one unarmed strike.
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.
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.
An anarch can use lair actions. On initiative count 20 (losing initiative ties), the anarch can take a lair action to cause one of the following effects; the anarch can't use the same effect two rounds in a row: • The anarch casts the lightning bolt spell (at 5th level), but the anarch can change the damage type from lightning to cold, fire, psychic, radiant, or thunder. If the spell deals damage other than fire or lightning, it doesn't ignite flammable objects. • The anarch casts the creation spell (as a 9th-level spell) using the unformed substance of Limbo instead of shadow material. If used in Limbo, the object remains until the anarch's concentration is broken, regardless of its composition. If the anarch moves more than 120 feet from the object, its concentration breaks. • The anarch can magically move an object it can see within 150 feet of it by making a Wisdom check with advantage. The DC depends on the object's size: DC 5 for Tiny, DC 10 for Small, DC 15 for Medium, DC 20 for Large, and DC 25 for Huge or larger.
The region containing an anarch's lair is warped by its presence, which creates one or more of the following effects: • In Limbo, the anarch can spend 10 minutes stabilizing a 5-mile area centered on it, causing the unformed substance to take whatever inanimate form the anarch chooses. During that process, the anarch determines the shape and composition of the forms created. • The anarch stabilizes any object created in Limbo and brought to the Material Plane for as long as the anarch remains within 1 mile of it (no action required). If the anarch dies, these effects end after 1d6 rounds. All formed substance becomes a chaotic churn of energy and matter, unraveling into unformed substance that dissipates 1d6 rounds later.
20 (psychic defense)
144 (17d8 + 68)
walk 30 ft., fly 40 ft. (hover)
Str +8, Dex +10, Int +9, Wis +10
Arcana +9, Insight +10, Perception +10
Gith
16
+5
If the githzerai fails a saving throw, it can choose to succeed instead.
While the githzerai is wearing no armor and wielding no shield, its AC includes its Wisdom modifier.
The githzerai makes three Unarmed Strike attacks.
Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 9 (1d8 + 5) bludgeoning damage plus 18 (4d8) psychic damage.
The githzerai casts one of the following spells, requiring no spell components and using Wisdom as the spellcasting ability (spell save DC 18): • At will: mage hand (the hand is invisible) • 3/Day each: see invisibility, telekinesis • 1/Day each: globe of invulnerability, plane shift, wall of force
On initiative count 20 (losing initiative ties), the anarch can take one of the following lair actions; the anarch can't take the same lair action two rounds in a row: Create Object. The anarch casts the creation spell (as a 9th-level spell) using the unformed substance of Limbo instead of shadow material. If used in Limbo, the object remains until the anarch's concentration is broken, regardless of its composition. If the anarch moves more than 120 feet from the object, the anarch's concentration breaks. Move Object. The anarch can magically move an object it can see within 150 feet of it by making a Wisdom check with advantage. The DC depends on the object's size: DC 5 for Tiny, DC 10 for Small, DC 15 for Medium, DC 20 for Large, and DC 25 for Huge or larger. Psionic Bolt. The anarch casts the lightning bolt spell (at 5th level), but the anarch can change the damage type from lightning to cold, fire, psychic, radiant, or thunder. If the spell deals damage other than fire or lightning, it doesn't ignite flammable objects.
The githzerai anarch can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. The githzerai anarch regains spent legendary actions at the start of its turn.
The githzerai makes one Unarmed Strike attack.
The githzerai teleports, along with any equipment it is wearing or carrying, to an unoccupied space it can see within 30 feet of it.
The githzerai casts the reverse gravity spell, using Wisdom as the spellcasting ability. The spell has the normal effect, except that the githzerai can orient the area in any direction and creatures and objects fall toward the end of the area.