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githyanki guardian shade

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 undead (mythic), lawful evil
Armor Class 18 (ghost plate)
Hit Points 451 (41d8 + 123)
Speed30 ft., fly 40

18 (+4) 16 (+3) 17 (+3) 16 (+3) 15 (+2) 17 (+3)

Saving Throws CON +7, INT +7, WIS +6
Skills Intimidation +7, Perception +6
Damage Resistances Necrotic; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Damage Immunities Poison
Condition Immunities ExhaustionFrightenedPoisonedUnconscious
Senses Darkvision 60 ft., Passive Perception 16
Languages Cannot speak, understand Common, Deep Speech and Gith
Challenge 12 (8,400 XP)

Guardian Presence. While the githyanki guardian shade is bloodied, each creature that starts its turn adjacent to it takes 5 psychic damage.

Martial Fury. As a bonus action, the githyanki guardian shade can make one weapon attack, which deals an extra 9 (2d8) necrotic damage on a hit. If it does so, attack rolls against it have advantage until the start of its next turn.

Turning Defiance. The githyanki guardian shade has advantage on saving throws against effects that turn undead.

Innate Spellcasting (Psionics). The githyanki guardian shade’s innate spellcasting ability is Intelligence (spell save DC 15, +7 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: blurjumpmisty stepnondetection (self only)
1/day each: plane shifttelekinesis

Multiattack. The githyanki guardian shade makes three ghost sword attacks.

Ghost Sword. Melee Weapon Attack: +8 to hit, reach 5 ft., one target.
Hit: 11 (2d6 + 4) slashing damage plus 17 (5d6) psychic damage. The target must make a DC 17 Constitution saving throw and on a failure, the target becomes slowed(as the spell) until the end of its next turn.

Soul Bolt.Ranged Weapon Attack: +7 to hit, range 25 ft., one target.
Hit: 20 (5d6 + 3) psychic damage. The target must make a DC 18 Intelligence saving throw and on a failure, the target takes a -2 to AC and saving throws until the end of its next turn. If the target is vulnerable to psychic damage it instead becomes stunned on a failed saving throw.

Guardian Fury. The githyanki guardian shade adds 4 to its AC against one melee attack that would hit it. To do so, the githyanki must see the attacker and be wielding a melee weapon. If it successfully blocks the attack all creatures adjacent to the githyanki guardian shade take half the damage blocked as force damage and are pushed back 15 feet.

The githyanki guardian shade 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 shade regains spent legendary actions at the start of his turn.

Spirit Rake. The shade may use ghost sword or soul bolt.
Soul Strike. The shade momentarily fills an area in a 20-foot sphere with radiant energy. Creatures in that area that are slowed become vulnerable to psychic damage.
Bladed Wrath (2 Actions). The shade pulls all enemies within 15 feet adjacent to it. It then makes one ghost sword attack against each enemy within reach and then teleports up to 40 feet.


Posted in Dungeons & Dragons

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