Medium Swarm of Small beasts, Chaotic Evil
Armor Class 13 inix shell armor
Hit Points 16 (3d8 + 3)
Speed
STR
15 (+2)
DEX
13 (+1)
CON
12 (+1)
INT
10 (+0)
WIS
12 (+1)
CHA
9 (-1)
Saving Throws WIS +3
Senses Passive Perception 11
Languages --
Challenge 1/2 (100 XP)
Proficiency Bonus +2
Traits

Innate spellcasting (psionics) The Athasian gith is a 3-level spellcaster. Its spellcasting ability is wisdom. (spell save DC 13 +3 to hit with spell attacks). The Athastian gith has following pshionics spells cast at will: Mage Hand, Message

The Athasian gith can cast the following up to 3/day: Jump, misty step, nondetection (self only).

 

Actions

 Obsidian Spear. Melee or Ranged Weapon Attack: +2 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d6 + 1) piercing damage, or 5 (1d8 + 1) piercing damage when wielded as a two-handed melee weapon.

Ballistic Attack (Psionics). Ranged Spell Attack: +3 to hit, range 90 ft., one target. Hit: 3 (1d4 + 1) piercing damage.

Pack Tactics. The Athasian gith has advantage on an attack roll against a creature if at least one of the gith's allies is within 5 feet of the creature and the ally isn't incapacitated.

Standing Leap. The gith’s long jump is up to 20 feet and its high jump is up to 10 feet, with or without a running start.

Bonus Actions

Misty step

Legendary Actions

Enter the description for how legendary actions work for your monster here.

Legendary Action Name (Costs # Actions). Enter the description for your legendary action.

Mythic Actions

Enter the description for how mythic actions work for your monster here.

Mythic Action Name (Costs # Actions). Enter the description for your mythic action.

Description

The gith are a race of grotesque humanoids that appear to be a peculiar mixture of elf and reptile. They are extremely gaunt and lanky, with long dangling arms and spindly legs. Their hands have three fingers with no opposable thumb, yet they are able to use tools and wield weapons. Both their fingers and toes end in sharp claws.

Lair and Lair Actions

Enter a description of your monster's lair here.

Lair Actions

On initiative count # (losing initiative ties), the [monster name] takes a lair action to cause one of the following effects; the [monster name] can’t use the same effect two rounds in a row:

  • Enter a description for a lair action.
  • Enter a description for a lair action.

Regional Effects

The region containing a legendary [monster name]’s lair is [enter the effect description], which creates one or more of the following effects:

  • Enter a regional effect description.
  • Enter a regional effect description.

If the [monster name] dies, these effects fade over the course of #d# days.

Habitat: Desert

Overarmen_inc

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