Page 208 - Mordenkainen's Tome of Foes Deluxe
P. 208

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
                                                                  GITHZERAI ANARCH
             In Limbo, githzerai anarchs create islands of tranquil-  Medium humanoid (gith), lawful neutral   .a
             ity in the otherwise turbulent plane. By directing its
             psionic power, an anarch can give form to formless   Armor Class 20
             substance, creating mountains, lakes, and structures of   Hit Points 144 (17d8 + 68)
             any composition to serve as a foundation for a githzerai   Speed 30 ft., fly 40 ft. (hover)
             community.
               Lair Actions. An anarch can use lair actions. On     STR     DEX    CON      INT    WIS     CHA
             initiative count 20 (losing initiative ties), the anarch   16 (+3)   21  (+5)   18  (+4)   18  (+4)   20 (+5)   14 (+2)
             can take a lair action to cause one of the following
                                                                  Saving Throws Str +8, Dex +10, Int +9, Wis +10
             effects; the anarch can't use the same effect two
             rounds in a row:                                     Skills Arcana +9, Insight +10, Perception +10
                                                                  Senses passive Perception 20
             •  The anarch casts the lightning bolt spell (at 5th level),   L anguages Gith
               but the anarch can change the damage type from     Challenge 16 (15,000 XP)                  I   "I   '
               lightning to cold, fire, psychic, radiant, or thunder. If
               the spell deals damage other than fire or lightning, it   Innate Spel/casting (Psionics). The anarch's innate spellcast-
               doesn't ignite flammable objects.                  ing ability is Wisdom (spell save DC 18, + l 0 to hit with spell
             •  The anarch casts the creation spell (as a 9th-level   attacks). It can innately cast the following spells, requiring no   '
               spell) using the unformed substance of Limbo in-   components:                                          •
               stead of shadow material. If used in Limbo, the object   At will: mage hand (the hand is  invisible)
               remains until the anarch's concentration is broken,   3/day each: feather fall, jump, see invisibility, shield, telekinesis
               regardless of its composition. If the anarch moves   l/day each: globe of invulnerability, plane shift, teleportation
               more than 120 feet from the object, its concentra-  circle, wall of force
               tion breaks.                                       Psychic Defense. While the anarch is wearing no armor and
             •  The anarch can magically move an object it can see   wielding no shield, its AC includes its Wisdom modifier.
               within 150 feet of it by making a Wisdom check with
               advantage. The DC depends on the object's size: DC 5   ACTIONS
               for Tiny, DC 10 for Small, DC 15 for Medium, DC 20   Multiattack. The anarch makes three unarmed strikes.
               for Large, and DC 25 for Huge or larger.
                                                                  Unarmed Strike. Melee Weapon Attack: +10 to hit, reach S ft.,
               Regional Effects. The region containing an anarch's
                                                                  one target. Hit: 14  (2d8 + 5) bludgeoning damage plus 18  (4d8)
             lair is warped by its presence, which creates one or   psychic damage.
             more of the following effects:
             •  In Limbo, the anarch can spend 10 minutes stabilizing   LEGENDARY ACTI ONS
               a 5-mile area centered on it, causing the unformed   The anarch can take 3 legendary actions, choosing from the op-
               substance to take whatever inanimate form the anarch   tions below. Only one legendary action option can be used at a
               chooses. During that process, the anarch determines   time and only at the end of another creature's turn. The anarch
                                                                  regains spent legendary actions at the start of its turn.
               the shape and composition of the forms created.
             •  The anarch stabilizes any object created in Limbo and   Strike. The anarch makes one unarmed strike.
               brought to the Material Plane for as long as the anarch   Teleport . The anarch magically teleports, along with any equip-
               remains within 1 mile of it (no action required).   ment it is wearing and carrying, to an unoccupied space it
                                                                   can see within 30 feet of it.
             If the anarch dies, these effects end after ld6 rounds. All   Change Gravity (Costs 3 Actions). The anarch casts the reverse
             formed substance becomes a chaotic churn of energy    gravity spell. The spell has the normal effect, except that the
             and matter, unraveling into unformed substance that   anarch can orient the area in any direction and creatures and
             dissipates ld6 rounds later.                          objects fall toward the end of the area.



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