GITHYANKI SUPREME COMMANDER
Supreme commanders lead the githyanki armies, each
one commanding ten kith'raks, who in turn lead the
rest of their forces. Most supreme commanders ride red
dragons into battle.
GrTHZERAI ANARCH
The most powerful of the githzerai, anarchs lead com-
munities and maintain the adamantine citadels that
serve as strong points in planes beyond Limbo. They
have formidable psionic capabilities, able to manipulate
the unformed substance of their adopted plane with a
thought. These rare githzerai are sages and mystics,
and their word is law.
AN ANARCH's LAIR
In Limbo, githzerai anarchs create islands of tranquil-
ity in the otherwise turbulent plane. By directing its
psionic power, an anarch can give form to formless
substance, creating mountains, lakes, and structures of
any composition to serve as a foundation for a githzerai
community.
Lair Actions. 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:
- T he 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 in-
stead 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 concentra-
tion 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.
Regional Effects. 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 unfor med
substance to take whatever inanimate form the anarch
chooses. During that process, the anarch determines
t he 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 ld6 rounds. All
formed substance becomes a chaotic churn of e nergy
and matter, unraveling into unformed substance that
dissipates ld6 rounds later.
GITHZERAI ANARCH
Medium humanoid (gith), lawful neutral .a
Armor Class 20
Hit Point s 144 (17d8 + 68)
Speed 30 ft., fly 40 ft. (hover)
STR
16 (+3)
DEX
21 (+5)
CON
18 (+4)
INT
18 (+4)
WIS
20 (+5)
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)
CHA
14 (+2)
I "I '
Innate Spel/casting (Psionics). The anarch's innate spellcast-
ing ability is Wisdom (spell save DC 1 8, + l 0 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
l/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 S 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 op-
t ions 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.
Tele port. The anarch magically teleports, along with any equip-
ment it is wearing and carrying, to an unoccupied space it
can see within 30 feet of it.
Change G ravity (Cost s 3 Act io ns). The anarch cast s the reverse
gravity spell. The spell has the normal effect, except t hat the
anarch can orient the area in any direction and creatures and
objects fall toward the end of the area.
CHAPTER 6 I BESTIARY
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