Medium Humanoid (Gith, Wizard), Lawful Neutral
Armor Class 24 (psionic bastion)
Hit Points 570 (60d8 + 300)
Speed 60 ft., fly 40 ft.
STR
16 (+3)
DEX
22 (+6)
CON
20 (+5)
INT
27 (+8)
WIS
26 (+8)
CHA
18 (+4)
Saving Throws DEX +15, CON +14, INT +17, CHA +13
Skills Acrobatics +15, Arcana +17, Insight +17, Perception +26
Damage Resistances Force
Damage Immunities Poison, Psychic; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Senses Truesight 120 ft., Passive Perception 36
Languages All, Telepathy 1,000 ft.
Challenge 30 (155,000 XP)
Proficiency Bonus +9
Traits

Psychic Resilience. Whenever Menyar-Ag fails a saving throw, he can choose to succeed instead. Whenever Menyar-Ag succeeds on a saving throw in this manner, he regains two less legendary actions at the start of his next turn.

Strike at the Mind. Menyar-Ag's weapon attacks are considered magical, and deal an extra 22 (4d10) psychic damage on a hit (included in the attack). Additionally, whenever Menyar-Ag deals psychic damage to a creature normally immune, it is instead resistant. Whenever Menyar-Ag deals psychic damage to a creature normally resistant, it is instead not resistant.

Psionic Bastion. Menyar-Ag constantly emits a field of psychic energy that benefits himself, and hinders his adversaries. Menyar-Ag adds his Intelligence modifier to his AC, uses his Intelligence score to determine his weapon attack and damage rolls, and whenever a creature makes a spell attack against him, it does so with disadvantage. Additionally, creatures that start their turn within 120 feet of Menyar-Ag can't be resistant to force damage.

Disruptive Field. Menyar-Ag's immense psionic power hinders those that attempt to use magic against him. Whenever a creature of Menyar-Ag's choice casts a spell within 120 feet of him, it must first make a DC 25 Constitution saving throw (as if concentrating on the spell). On failed saving throw, the affected creature is unable to cast the spell and must use its action, bonus action, or reaction to do something else. On a successful save, an affected creature takes 22 (4d10) psychic damage.

Actions

Multiattack. Menyar-Ag uses Mind-Shattering Palm (if available), Spellcasting, or Telekinetic Grasp. He then makes two Unarmed Strikes.

Unarmed Strike. Melee Weapon Attack: +17 to hit, reach 5 ft., one target. Hit: 18 (2d8 + 9) bludgeoning damage plus 22 (4d10) psychic damage. If the target is a creature, it suffers one of the following additional effects (Menyar-Ag's choice).
Forceful Hand. The target is pushed 15 feet beackwards, falling prone.
Shock the System. The target can't take reactions until the end of Menyar-Ag's next turn.
Stunning Blow. The target must make a DC 25 Constitution saving throw or be stunned until the end of Menyar-Ag's next turn on a failed save.

Telekinetic Grasp. Menyar-Ag lashes out with his psionic power, forcing each creature of his choice within 60 feet of him to make a DC 25 Strength saving throw or be grappled and restrained (escape DC 25) until the grapple is broken. While grappled and restrained in this manner, an affected creature takes 34 (4d12 + 8) force damage at the start of each of its turns as Menyar-Ag's mind crushes its form.

Spellcasting (Psionics). Menyar-Ag casts one of the following spells, requiring no spell components and using Intelligence as the spellcasting ability. If any spell cast by Menyar-Ag is lower than 4th level, it is instead cast at 4th level (save DC 25):

At-will: blur, catapult, detect magic, detect thoughts, magic missile
3/day each: confusion, dispel magic, dominate monster, greater invisibility, hold monster, scatter
1/day each: astral projection, etherealness, feeblemindforcecage, foresight, psychic scream

Mind-Shattering Palm (Recharge 5-6). Menyar-Ag empowers his palm with pure psionic energy and attempts to strike at a creatures mind directly. Menyar-Ag makes an Unarmed Strike at a creature within range, the AC of the target for this attack is 10 + its Intelligence modifier. On a hit, the target suffers the effects and damage of the Unarmed Strike plus an extra 55 (10d10) psychic damage and it must make a DC 25 Intelligence saving throw. On a failed saving throw, an affected creatures Intelligence score is reduced to 1 until it receives magical healing of 8th level or higher. On a successful saving throw, an affected creatures Intelligence score is reduced by 1d4 until the end of Menyar-Ag's next turn.

Bonus Actions

Psi-Step. Menyar-Ag takes the Dash, Disengage, and Dodge actions (in any order) then teleports to an unoccupied space he is aware of within 60 feet of him.

Reactions

Telekinetic Shield. As a reaction to taking damage, Menyar-Ag can reduce the damage dealt by 35 (10d6). If this reduces the damage dealt to 0, each creature of Menyar-Ag's choice within 30 feet of him takes 11 (2d10) force damage and is pushed 25 feet backwards.

Legendary Actions

Menyar-Ag 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. Menyar-Ag regains spent legendary actions at the start of his turn.

Strike. Menyar-Ag makes an Unarmed Strike.

Psionic Will (Costs 2 Actions). Menyar-Ag uses Spellcasting, or Telekinetic Grasp.

Shatter the Mind (Costs 3 Actions). Menyar-Ag recharges, or uses his Mind-Shattering Palm action.

Description

Eons ago, the people now known as the Gith were enslaved by the Illithid empire. Heroes of their people rose up to combat the oppressors, they were known as Gith and Zerthimon. After their people were freed from the Illithid's enslavement, they fell to infighting. Gith believed their people should pursue the fleeing mind flayers, and put an end to them once and for all. Zerthimon believed that they should leave and regain their strength, far away from the clutches of a potential retaliation from the Illithid empire. This disagreement caused a split between the two factions, those who sided with Gith became known as the Githyanki, while those who followed Zerthimon became the Githzerai. Eventually, the great Zerthimon's age caught up to him and his magic could no longer prolong his life. Many of the githzerai believe that Zerthimon is in a state of eternal meditation within the realm of spirits and will eventually return to them to bring about a new age for the githzerai. The loss of Zerthimon led to Zaerith Menyar-Ag-Gith, the greatest student of Zerthimon, to become his successor. Menyar-Ag was a master of both arcane magic and psionics, which allowed him to quickly become the mightiest githzerai that likely exists today. The Zaerith's age eventually caught up to him as well, but rather than transcending reality like Zerthimon did, he used his unrivaled psionic might to force himself into a stasis that prolonged his life and may even be reversing his old age. Now in this stasis, Menyar-Ag has become the immortal god-king of the githzerai and may even be powerful enough to be considered a demigod.

Lair and Lair Actions

Lair Actions
While in an adamantine citadel within Limbo, Menyar-Ag can cause one of the following effects on initiative count 20 (losing initiative ties).

• Menyar-Ag casts the chain lightning spell (at 9th level), but Menyar-Ag 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.
• Menyar-Ag casts the creation spell (as a 9th-level spell) using the unformed substance of Limbo instead of shadow material without requiring concentration. If used in Limbo, the object remains until the spell ends, regardless of its composition. If Menyar-Ag moves more than 10 miles from the object, the spell ends early.
• Menyar-Ag can magically move an object he is aware of within 1 mile of him by making a Wisdom check with advantage. The DC depends on the object's size: DC 0 for Tiny, DC 5 for Small, DC 10 for Medium, DC 15 for Large, and DC 20 for Huge or larger. If Menyar-Ag wishes to attack a creature with this object, it acts as if it were under the effects of the animate objects spell.

Regional Effects
Menyar-Ag resides in the adamantine citadels known as Shra'kt'lor. It is headed by Zerth's and Anarch's chosen by the Zaerith.

Regional Effects
While in limbo, Menyar-Ag is able to warp the plane to his will, causing the following effects.
• In Limbo, Menyar-Ag can use his action to stabilize a 50-mile area centered on him, causing the unformed substance to take whatever inanimate form the Zaerith chooses. During that process, Menyar-Ag determines the shape and composition of the forms created.
• As an action Menyar-Ag can teleport any number of willing creatures within 120 feet of him to any adamantine citadel within limbo that he is aware of. Alternatively, Menyar-Ag can spend 10 minutes to transport an entire citadel of his choice that he is aware of to another location within Limbo, or to another plane of his choice.
• Menyar-Ag stabilizes any object created in Limbo and brought to the Material Plane for as long as he remains aware of it (no action required).

Previous Versions

Name Date Modified Views Adds Version Actions
7/1/2022 1:53:35 PM
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Monster Tags: GithPsionic

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