Githzerai Anarch
Medium humanoid (gith), lawful neutral
Armor Class
20
Hit Points
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)
CHA
14 (+2)
Senses
passive Perception 20
Saving Throws
Str +8, Dex +10, Int +9, Wis +10
Skills
Arcana +9, Insight +10, Perception +10
Languages
Gith
Challenge
16 (15,000 XP)
Innate Spellcasting (Psionics). 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:
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At will: mage hand (the hand is invisible)
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3/day each: feather fall, jump, see invisibility, shield, telekinesis
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1/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 5 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 options 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.
Teleport 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.
Change Gravity (Costs 3 Actions) 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.