Spellcasting. The gith chief is a 6-level spellcaster. Its spellcasting ability is intelligence (spell save DC 11, +3 to hit with spell attacks). The gith chief has following spells prepared:
Cantrips (at will): control flames, mage hand (the hand is invisible), magic stone, mind thrust*, minor illusion
3/day: Id Insinuation, mental defenses
1/day: animate objects, Bigby’s hand, control body*, telekinesis
Multiattack. The gith makes two melee attacks.
Spear. Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 6 (1d6 + 3) slashing damage, or 7 (1d8 + 3) slashing damage if used with two hands to make a melee attack.
Enter the description for how bonus actions work for your monster here.
Enter the description for how legendary actions work for your monster here.
Legendary Action Name (Costs # Actions). Enter the description for your legendary action.
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 gangling arms and spindly legs. Their hands three fingers with no opposable thumb, yet they are able to use tools and wield weapons.
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.
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