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.
C HAPTER 6 I BESTIARY
207