Innate Spellcasting (Psionics). The gith’s innate spellcasting ability is Wisdom (spell save DC 12). It can innately cast the following spells, requiring no components:
- At will: mage hand (the hand is invisible), message
- 3/day each: jump, misty step, nondetection (self only), tongues
- 1/day each: telekinesis
Mental Defenses. The gith is immune to any effect that would sense its emotions or read its thoughts, including divination spells. Even wish spells and spells or effects of similar power cannot affect the gith’s mind or gain information about it.
Multiattack. The gith makes two melee weapon attacks.
Bone Longsword. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) slashing damage or 7 (1d10 + 2) slashing damage when wielded with two hands.
Mind Blast (Recharge 5-6). The gith magically emits psychic energy in a 60-foot cone. Each creature in that area must succeed on a DC 12 Intelligence saving throw or take 15 (3d8 + 2) psychic damage and be stunned until the start of the gith’s next turn.
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