Githzerai Anarch

Medium Humanoid (Gith), Any Alignment

STR
16 (+3)
DEX
21 (+5)
CON
18 (+4)
INT
18 (+4)
WIS
20 (+5)
CHA
14 (+2)
Legendary Resistance (3/Day).

If the githzerai fails a saving throw, it can choose to succeed instead.

Psychic Defense.

While the githzerai is wearing no armor and wielding no shield, its AC includes its Wisdom modifier.

Spellcasting (Psionics).

The githzerai casts one of the following spells, requiring no spell components and using Wisdom as the spellcasting ability (spell save DC 18):

At will: mage hand (the hand is invisible)

3/day each: see invisibility, telekinesis

1/day each: globe of invulnerability, plane shift, wall of force

Actions

Multiattack.

The githzerai makes three Unarmed Strike attacks.

Unarmed Strike.

Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 9 (1d8 + 5) bludgeoning damage plus 18 (4d8) psychic damage.

Legendary Actions

Legendary Action Uses: 3. Immediately after another creature’s turn, this creature can expend a use to take one of the following actions; it regains all expended uses at the start of each of its turns.

Strike.

The githzerai makes one Unarmed Strike attack.

Teleport.

The githzerai teleports, along with any equipment it is wearing or carrying, to an unoccupied space it can see within 30 feet of it.

Change Gravity (Costs 3 Actions).

The githzerai casts the reverse gravity spell, using Wisdom as the spellcasting ability. The spell has the normal effect, except that the githzerai can orient the area in any direction and creatures and objects fall toward the end of the area.

Lair Actions

On initiative count 20 (losing initiative ties), the anarch can take one of the following lair actions; the anarch can't take the same lair action two rounds in a row:

  • Create Object.

    The anarch casts the creation spell (as a 9th-level 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 120 feet from the object, the anarch's concentration breaks.

  • Move Object.

    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.

  • Psionic Bolt.

    The 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.

Regional Effects

The region containing an anarch's lair is warped by its presence, which creates one or more of the following effects:

  • Form Substance.

    In Limbo, the anarch can spend 10 minutes stabilizing a 5-mile 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.

  • Stabilize Object.

    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 1d6 rounds. All formed substance becomes a chaotic churn of energy and matter, unraveling into unformed substance that dissipates 1d6 rounds later.

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Githzerai Anarch

Source: Mordenkainen Presents: Monsters of the Multiverse, p. 142 - Licenses and attribution