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githyanki corsair shipmaster

In the process of converting Scales of War.  I’ll be starting my campaign from Garaitha’s Anvil – the 12th adventure in the series – skipping most of the build-up adventures as I have characters who are coming of Tomb of Annihilation and are level 14. 

Ω Edit: Decision by my group to do a gothic horror campaign so will not be using these creatures… yet (I’m sure I’ll find a use for these guys).  Other conversions will be incoming pending the kickoff of my Bloodborne/Steam Punk inspired campaign later this year.

Medium humanoid, lawful evil
Armor Class 16 (leather armor)
Hit Points 91 (14d8 + 28)
Speed 30 ft.

16 (+3) 14 (+2) 15 (+2) 14 (+2) 14 (+2) 15 (+3)

Saving Throws CON +5, INT +5, WIS +5
Senses Passive Perception 12
LanguagesCommon, Deep Speech, Gith
Challenge 8 (3,900 XP)

Lightfooted. The githyanki corsair shipmaster can take the Dash or Disengage action as a bonus action on each of its turns.

Innate Spellcasting (Psionics). The githyanki’s innate spellcasting ability is Intelligence (spell save DC 13, +5 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: jumpmisty stepnondetection (self only), tongues
1/day each: plane shifttelekinesis

Sneak Attack. Once per turn, the githyanki corsair shipmaster deals an extra 14 (4d6) damage when he hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of the githyanki corsair shipmaster that isn’t incapacitated and the githyanki corsair shipmaster doesn’t have disadvantage on the attack roll.

Suave Defense. While the githyanki corsair shipmaster is wearing light or no armor and wielding no shield, its AC includes its Charisma modifier.

Multiattack. The githyanki corsair shipmaster makes two silver longsword attacks.

Silver Longsword. Melee Weapon Attack: +9 to hit, reach 5 ft., one target.
Hit: 7 (1d8 + 3) slashing damage, or 8 (1d10 + 3) slashing damage if used with two hands, plus 18 (4d8) psychic damage. On a critical hit, the target is dazed by this attack until the end of the target’s next turn (attackers have advantage on a dazed target).

Posted in Dungeons & Dragons

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