Kryx RPGThemesMonsters
Githyanki Supreme Commander

Githyanki Supreme Commander

Medium humanoid (gith)
Challenge
14

STR
4
DEX
4
CON
4
INT
3
WIS
3
CHA
4

187
22d8+88
20
Soak
3
Fort
+9
Ref
+6
Will
+8
Defense note plate

Speed 5 m.
Skills Coercion +9 (20), Insight +8 (19), Perception +8 (19), Psionics +8 (19)
Languages Gith

Maneuvers. The githyanki supreme commander uses maneuvers (maneuver save DC 17). It has 20 stamina dice which are d8s, a dice limit of 5, regains all expended stamina dice when it finishes a long rest, and regains half its total stamina dice when it finishes a short rest. It knows the following maneuvers:

1 stamina die: coordinated movement, disorient, hamstring, inspire, lead the attack, parry, rally, slice through, spring attack, trip, whirling blade

2 stamina dice: commander’s strike, frenzy, guided strike

3 stamina dice: battle cry, battle leader

5 stamina dice: clarion call

Silver Weapons. The githyanki’s silver weapons are magical. 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.

Spellcasting. The githyanki supreme commander’s spellcasting ability is Charisma (spell save DC 17, +9 to hit with spell attacks). It has 7 psi, a psi limit of 3, regains all expended psi when it finishes a long rest and regains half its total psi (rounded up) when it finishes a short rest. It knows the following spells:

Cantrips (at will, 18th-level spellcaster): minor telekinesis

1 mana: levitate (self only), nondetection (self only), striding and springing, telekinesis, teleport

2 mana: kinetic grasp, suggestion

1/day: plane shift

Actions (2)

Silver Greatsword. Melee Weapon Attack: +9 to hit, reach 1 m. Hit: 10 (1d12 + 4) slashing damage plus 17 (5d6) psychic damage.

Silver Shortsword. Melee Weapon Attack: +9 to hit, reach 1 m. Hit: 7 (1d6 + 4) piercing damage plus 17 (5d6) psychic damage.

Silver Dagger. Melee or Ranged Weapon Attack: +9 to hit, reach 1 m. or range 3/10 m. Hit: 6 (1d4 + 4) piercing damage plus 17 (5d6) psychic damage.

Reactions

Parry. The githyanki adds 5 to its Defense against one melee attack that would hit it. To do so, the githyanki must see the attacker and be wielding a melee weapon.

Legendary Actions (3)

Only one legendary option can be used at a time and only at the end of another creature’s turn. The githyanki supreme commander regains spent legendary actions at the start of its turn.

Attack. The githyanki makes a greatsword attack.

Command Ally. The githyanki targets one ally it can see within 5 meters of it. If the target can see or hear the githyanki, the target can make one melee weapon attack using its reaction and has advantage on the attack roll.

Teleport. The githyanki magically teleports, along with any equipment it is wearing and carrying, to an unoccupied space it can see within 5 meters of it. It also becomes insubstantial until the start of its next turn. While insubstantial, it can move through other creatures and objects as if they were difficult terrain. If it ends its turn inside an object, it takes 16 (3d10) force damage and is moved to the nearest unoccupied space.

Desert, Mountain, Urbanmtof

Maneuvers

As an action, choose up to three friendly creatures within 10 meters who can see or hear you. Each of those creatures can immediately use their reaction to move up to half their speed without provoking opportunity attacks.

Enhance

You can maneuver two additional creatures for each additional stamina die expended. The creatures must be within 5 meters of each other.

1 minute/stamina die

As an action, you can make a weapon attack in an attempt to disorient the creature. Add the stamina die to the attack’s damage (add half if you miss by 4 or less). On a hit, the creature must succeed on a Fortitude saving throw or it can’t take reactions for the duration.

A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Enhance
You can augment this maneuver with the following options, expending stamina dice for each option.
  • You can increase the damage for each additional stamina die expended.

  • Stagger. You can expend 1 additional stamina die so the creature is staggered instead of not being able to take reactions.

  • Incapacitate. You can expend 2 additional stamina die so the creature is incapacitated instead of not being able to take reactions.

  • Stun. You can expend 4 additional stamina die so the creature is stunned instead of not being able to take reactions.

1 minute/stamina die

As an action, you can make a melee weapon attack that deals slashing damage in an attempt to cripple the creature. Add the stamina die to the attack’s damage (add half if you miss by 4 or less). On a hit, the creature must succeed on a Fortitude saving throw or it is slowed 1 for the duration.

A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Enhance

You can increase the damage for each additional stamina die expended and the slowed level by 1 for every two additional stamina die expended.

As a reaction, which you use when a creature other than you within 10 meters who can see or hear you makes an attack or saving throw roll, you can inspire it. Roll a d3 and add the result to the roll. You can do so after the roll but before any effects of the roll occur.

Enhance
You can augment this maneuver with the following options, expending stamina dice for each option.
  • You can expend 2 additional stamina dice to roll 2d3.

  • You can expend 4 additional stamina dice to roll 3d3.

  • You can inspire one additional creature for each additional stamina die expended. The creatures must be within 5 meters of each other.

As an action, you can make a weapon attack and shout a war cry that victory is at hand, stoking the fires of battle. Add the stamina die to the attack’s damage (add half if you miss by 4 or less). On a hit, the next attack roll against the target by an attacker other than you has advantage if the attack is made before the start of your next turn.

Enhance
You can augment this maneuver with the following options, expending stamina dice for each option.
  • You can increase the damage for each additional stamina die expended.

  • You can expend 3 additional stamina dice to cause all attack rolls against the target by an attacker other than you to have advantage.

As a reaction, which you use when you are hit by a weapon attack that you can see, you can block the blow with a melee weapon you wield. Roll a d3 and add the result to your Defense against the triggering attack. You can do so after the roll but before any effects of the roll occur.

Enhance
You can augment this maneuver with the following options, expending stamina dice for each option.
  • You can expend 2 additional stamina dice to roll 2d3.

  • You can expend 4 additional stamina dice to roll 3d3.

As a reaction, which you use when a hostile creature within 5 meters is reduced to 0 health or a friendly creature within 5 meters is reduced to less than half its health, you can rally an ally to push on. A creature of your choice other than you within 5 meters who can see or hear you gains temporary health equal to the stamina die.

Enhance

You can increase the temporary health for each additional stamina die expended.

As an action, you can make a weapon attack with a melee weapon that deals slashing damage and then slice through the target. Each creature within 1 meter of the target and within your weapon’s reach must succeed on a Reflex saving throw, taking slashing damage equal to the stamina die on a failed save, or half as much damage on a successful one.

Enhance

You can increase the damage for each additional stamina die expended.

As an action, you can use the Dash action. If you move at least 4 meters straight toward a creature, you can make a melee weapon attack against it. Add the stamina die to the attack’s damage (add half if you miss by 4 or less).

Enhance

You can increase the damage for each additional stamina die expended.

As an action, you can make a melee weapon attack and a Brawn check to Trip.

Enhance

You can add the stamina die to the attack’s damage (add half if you miss by 4 or less) for each additional stamina die expended.

As an action, you can make a melee weapon attack with a weapon that you wield in two hands that deals slashing damage and then whirl your weapon around. Each creature within your weapon’s reach must succeed on a Reflex saving throw or take slashing damage equal to the stamina die.

Enhance

You can increase the damage for each additional stamina die expended.

As an action, you can make a weapon attack, opening a moment of opportunity for a creature within 5 meters who can see or hear. That creature can immediately use its reaction to make one weapon attack against the target of your attack.

Enhance

You can command one additional creature for every two additional stamina die expended. The creatures must be within 5 meters of each other.

As an action, you can make a melee weapon attack against two different creatures.

Enhance

You can attack an additional creature for each additional stamina die expended.

As a reaction, which you use when a creature within 5 meters of you makes an attack roll, you can grant that creature advantage on attack rolls until the end of its turn. You make this choice after you see the roll, but before the GM says whether the attack hits or misses.

As an action, you unleash a zealous battle cry. Each creature of your choice within 10 meters of you that can hear you gains advantage on the next attack roll or Will saving throw made before the end of your next turn.

1 minute/stamina die

As an action, courage radiates from you in an aura shaped as a sphere centered on you, awakening boldness in friendly creatures. Until the maneuver ends, the aura moves with you. While in the aura, each nonhostile creature in the aura (including you) deals 1d4 extra damage when it hits with a weapon attack.

As a reaction, which you use when you reduce a creature to 0 health, you can inspire your allies to draw courage from your actions. Each friendly creature within 5 meters who can see or hear you can use its reaction to move up to its speed or to make one weapon attack.