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Githyanki Pirate

Medium
Humanoid (Gith)
Lawful Evil
Armor Class: 12 (Leather Armor)
Hit Points: 11 (2d8+2) Speed: 96 Astral
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma
15 (+2)
14 (+2)
12 (+1)
13 (+1)
13 (+1)
10 (+1)
Skills: Athletics +3,
Senses: Passive Perception 11
Languages: Gith
Challenge: 1/8
Special Traits
Innate Spellcasting (Psionics). The githyanki's innate spellcasting ability is Intelligence. It can innately cast the following spells,
requiring no components:
At will: mage hand (the hand is invisible)
3/day each: jump, misty step, nondetection (self only)
Actions
Rapier. Melee Weapon Attack: +3 to hit, reach 5, one target. Hit: 1d8+1 piercing damage.
Light Crossbow. Ranged Weapon Attack: +3 to hit, range 80/320, one target. Hit: 1d8 +1 piercing damage.
Githyanki Warrior
Medium
Humanoid (Gith)
Lawful Evil
Armor Class: 17 (half plate)
Hit Points: 32 (6d8+6) Speed: 96 Astral
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma
15 (+2)
14 (+2)
12 (+1)
13 (+1)
13 (+1)
10 (+1)
Saving Throws: Con +3, lnt +3, Wis +3
Skills: Athletics +3
Senses: Passive Perception 11
Languages: Gith
Challenge: 3
Special Traits
Innate Spellcasting (Psionics). The githyanki's innate spellcasting ability is Intelligence. It can innately cast the following spells,
requiring no components:
At will: mage hand (the hand is invisible)
3/day each: jump, misty step, nondetection (self only)
Actions
Multiattack. The githyanki makes two greatsword attacks.
Greatsword. Melee Weapon Attack: +3 to hit, reach 5, one target. Hit: 2d6 + 1 slashing damage.

Githyanki

Gish

Medium

Humanoid

(Gith)
Lawful Evil
Armor Class: 17 (scale mail/COP+1) Hit Points: 26 (6d8)
Speed: 96 Astral
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma
15 (+2)
14 (+2)
10 (+0)
17 (+3)
14 (+2)
11 (+0)
Saving Throws: Con +3, lnt +3, Wis +3
Skills: Arcana +5, Athletics +5, Perception +4
Senses: Passive Perception 14
Languages: Gith
Challenge: 3
Special Traits
Innate Spellcasting (Psionics). The githyanki's innate spellcasting ability is Intelligence (spell save DC 13, +5 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: jump, misty step, nondetection (self only), tongues
l/day each: plane shift, telekinesis
Spellcasting. The gish is a 3rd-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 14, +6 to hit with spell attacks).
The gish has the following wizard spells prepared :
Cantrips (at will): acid splash, blade ward, fire bolt, ray of frost
1st level (4 slots): burning hands, magic missile, shield, Tashas hideous laughter
2nd level (2 slots): flaming sphere, Melfs acid arrow
Actions
Soulblade- Melee Weapon Attack: +6 to hit, reach 5, one target. Hit: 1d6 + 3 piercing damage.
When a hit is scored against enemies in normal clothing or non-magical armor, the soulblade destroys the garments or armor.
Magical armor or clothing cannot be destroyed with this power. This sword can also cast Fire Bolt five times per day for 2d10
damage.
Acid Splash. Ranged Spell Attack: +6 to hit, range 60, one or two targets. Hit: make a DC 14 Dexterity save or take 1d6 acid
damage.
Fire Bolt. Ranged Spell Attack: +6 to hit, range 120, one target. Hit: 1d10 fire damage.
Ray of Frost. Ranged Spell Attack: +6 to hit, range 120, one target. Hit: 1d8 cold damage and the targets speed is reduced by 10
until the start of the gishs next turn.
Burning Hands. Ranged Spell Attack: +6 to hit, range 15 cone, each creature within the cone. Hit: Targets must make a DC 14
Dexterity save or take 3d6 fire damage on a failed save, half that if successful.
Magic Missile. Ranged Spell Attack: Automatic hit, range 120, one to three targets (you can attack with three darts). Hit: 1d4+1
force damage.
Tashas Hideous Laughter. Ranged Spell Attack: Automatic hit, range 30, one target. Hit: The target must make a DC 14 Wisdom
save or be knocked prone and incapacitated for up to one minute (requires concentration). The target can save again at the end of
each of its turns or whenever it takes damage (save is made with advantage in this case). The spell ends when the save is successful.
Flaming Sphere. Ranged Spell Attack: Automatic hit, range 60, all targets within 5 (requires concentration/up to 1 minute
duration). Hit: Any creature that ends its turn within 5 feet of the sphere must make a Dexterity saving throw. The
creature takes 2d6 fire damage on a failed save, or half as much damage on a successful one. As a bonus action,
you can move the sphere up to 30 feet. If you ram the sphere into a creature, that creature must make the saving
throw against the spheres damage, and the sphere stops moving this turn. When you move the sphere, you can
direct it over barriers up to 5 feet tall and jump it across pits up to 10 feet wide. The sphere ignites flammable
objects not being worn or carried, and it sheds bright light in a 20-foot radius and dim light for an additional 20
feet.
Melfs Acid Arrow. Ranged Spell Attack: +6 to hit, range 90, one target. Hit: 4d4 acid damage immediately and the target takes
2d4 acid damage at the end of its next turn. On a miss, the arrow splashes the target with acid for half as much of the initial damage
and no damage at the end of its next turn.

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