Githzerai AnarchMedium humanoid (gith)
Psychic Defense. While the anarch is wearing no armor and wielding no shield, its Defense includes its Wisdom.
Spellcasting. The githzerai anarch’s spellcasting ability is Wisdom (spell save DC 18, +10 to hit with spell attacks). It has 15 mana, a mana limit of 3, regains all expended mana when it finishes a long rest and regains half its total mana (rounded up) when it finishes a short rest. It knows the following spells:
Cantrips (at will, 20th-level spellcaster): minor telekinesis
Unarmed Strike. Melee Weapon Attack: +10 to hit, reach 1 m. Hit: 14 (2d8 + 5) bludgeoning damage plus 18 (4d8) psychic damage.
Legendary Actions (3)
Only one legendary option 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.
Change Gravity. 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.
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 5 meters of it.
On initiative count 20 (losing initiative ties), the githzerai anarch takes a lair action to cause one of the following effects; the same effect can’t be used two rounds in a row:
The anarch casts the lightning bolt spell (at 3 mana), but the anarch can change the damage type from lightning to cold, concussion, fire, psychic, or radiant. If the spell deals damage other than fire or lightning, it doesn’t ignite flammable objects.
The anarch casts the shadowy creation spell (as a 5 mana 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 20 meters from the object, its concentration breaks.
The anarch can magically move an object it can see within 20 meters of it by making a Wisdom check with advantage. The DC depends on the object’s size: DC 10 for Tiny, DC 10 for Small, DC 15 for Medium, DC 20 for Large, and DC 25 for Huge or larger.
The region containing the githzerai anarch's lair is warped by the githzerai anarch’s magic, which creates one or more of the following effects:
In Limbo, the anarch can spend 10 minutes stabilizing a 10-kilometer 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 2 kilometers 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.
No concoctions, maneuvers, or spells
All monsters in this system should have maneuvers or spells. You should add some maneuvers or spells to this monster. If you do so, please make a suggestion on github so I can finish adding maneuvers and spells to all monsters via https://github.com/mlenser/kryx-rpg-issues/issues/9