Edited Official Psionicists

by badooga

Search GM Binder Visit User Profile


Alhoon

Medium undead, any evil alignment


  • Armor Class 15 (natural armor)
  • Hit Points 120 (16d8 + 48)
  • Speed 30 ft., fly 15 ft. (hover)

STR DEX CON INT WIS CHA
11 (+0) 12 (+1) 16 (+3) 19 (+4) 17 (+3) 17 (+3)

  • Saving Throws Con +7, Int +8, Wis +7, Cha +7
  • Skills Arcana +8, Deception +7, History +8, Insight +7, Perception +7, Stealth +5
  • Damage Resistances cold, lightning, necrotic
  • Damage Immunities poison, bludgeoning, piercing, and slashing from nonmagical attacks
  • Condition Immunities charmed, exhaustion, frightened, paralyzed, poisoned
  • Senses truesight 120 ft., passive Perception 17
  • Languages Deep Speech, Undercommon, telepathy 120 ft.
  • Challenge 10 (5900 XP)

Innate Psionics. The alhoon's innate psionic ability is Intelligence (discipline save DC 16). It has 38 psi points and a psi limit of 7. The alhoon can innately activate the following powers:

Talents (at will): far hand, mind meld
Lesser Disciplines: cranial disturbance, psychic inquisition
Greater Disciplines: aura sight, telepathic contact

Magic Resistance. The alhoon has advantage on saving throws against spells and other magical effects.

Spellcasting. The alhoon is a 12th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 16, +8 to hit with spell attacks). The alhoon has the following wizard spells prepared:

Cantrip (at will): chill touch, dancing lights, mage hand, prestidigitation, shocking grasp
1st level (4 slots): detect magic, disguise self, magic missile, shield
2nd level (3 slots): invisibility, mirror image, scorching ray
3rd level (3 slots): counterspell, lightning bolt, major image
4th level (3 slots): confusion, Evard's black tentacles, phantasmal killer
5th level (2 slots): modify memory, wall of force
6th level (1 slot): disintegrate, globe of invulnerability

Turn Resistance. The alhoon has advantage on saving throws against effects that turn undead.

Actions

Chilling Grasp. Melee Spell Attack: +8 to hit, reach 5 ft., one target. Hit: 10 (3d6) cold damage.

Mind Blast (Recharge 5-6). The alhoon unleashes devastating psychic energy in a 60-foot cone. Each creature in that area must succeed on a DC 16 Intelligence saving throw or take 22 (4d8 + 4) psychic damage and be stunned for 1 minute. A target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Psionic Plane Shift (1/Day). The alhoon spends 10 psi points to teleport to a location in or near one destination of its choice on a different plane of existence.



Duergar Darkhaft

Medium humanoid (dwarf), lawful evil


  • Armor Class 16 (scale mail, shield)
  • Hit Points 26 (4d8 + 8)
  • Speed 25 ft.

STR DEX CON INT WIS CHA
14 (+2) 11 (+0) 14 (+2) 11 (+0) 10 (+0) 9 (–1)

  • Damage Resistances poison
  • Senses darkvision 120 ft., passive Perception 10
  • Languages Dwarvish, Undercommon
  • Challenge 2 (450 XP)

Duergar Resilience. The duergar has advantage on saving throws against poison, spells, and illusions, as well as to resist being charmed or paralyzed.

Psionics. The duergar is a 3rd-level psionicist. Its psionic ability is Intelligence (discipline save DC 10). It has 14 psi points and a psi limit of 3. The duergar knows the following powers:

Talents (at will): far hand, telepathic imprint
Lesser Disciplines: psychic inquisition, psychic phantoms

Sunlight Sensitivity. While in sunlight, the duergar has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.

Actions

Enlarge (Recharges after a Short or Long Rest). For 1 minute, the duergar magically increases in size, along with anything it is wearing or carrying. While enlarged, the duergar is Large, doubles its damage dice on Strength-based weapon attacks (included in the attacks), and makes Strength checks and Strength saving throws with advantage. If the duergar lacks the room to become Large, it attains the maximum size possible in the space available.

War Pick. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) piercing damage, or 11 (2d8 + 2) piercing damage while enlarged.

Javelin. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 30/120 ft., one target. Hit: 5 (1d6 + 2) piercing damage, or 9 (2d6 + 2) piercing damage while enlarged.

Invisibility (Recharges after a Short or Long Rest). The duergar magically turns invisible for up to 1 hour or until it attacks, it activates a psionic power, it uses its Enlarge, or its concentration is broken. Any equipment the duergar wears or carries is invisible with it.



Duergar Despot

Medium humanoid (dwarf), lawful evil


  • Armor Class 21 (natural armor)
  • Hit Points 119 (14d8 + 56)
  • Speed 25 ft.

STR DEX CON INT WIS CHA
20 (+5) 5 (–3) 19 (+4) 15 (+2) 14 (+2) 13 (+1)

  • Saving Throws Con +8, Wis +6
  • Damage Immunities poison
  • Condition Immunities charmed, exhaustion, frightened, paralyzed, poisoned
  • Senses darkvision 120 ft., passive Perception 12
  • Languages Dwarvish, Undercommon
  • Challenge 12 (8400 XP)

Magic Resistance. The duergar despot has advantage on saving throws against spells and other magical effects.

Psionics. The duergar despot is a 5th-level psionicist. Its psionic ability is Intelligence (discipline save DC 12, +4 to hit with psychic attacks). It has 27 psi points and a psi limit of 5. The duergar despot knows the following powers:

Talents (at will): energy beam, far hand, telekinetic projectile
Lesser Disciplines: cranial disturbance, psychic phantoms, shock bolt

Psychic Engine. When the duergar despot suffers a critical hit or is reduced to 0 hit points, psychic energy erupts from its frame to deal 14 (4d6) psychic damage to each creature within 5 feet of it.

Sunlight Sensitivity. While in sunlight, the duergar despot has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.

Actions

Multiattack. The despot makes two iron fist attacks and two stomping foot attacks. It can replace up to four of these attacks with uses of its Flame Jet.

Iron Fist. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) bludgeoning damage. If the target is a Large or smaller creature, it must make a successful DC 17 Strength saving throw or be thrown up to 30 feet away in a straight line. The target is knocked prone and then takes 10 (3d6) bludgeoning damage.

Stomping Foot. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 9 (1d8 + 5) bludgeoning damage, or 18 (3d8 + 5) bludgeoning damage to a prone target.

Flame Jet. The duergar spews flames in a line 100 feet long and 5 feet wide. Each creature in the line must make a DC 16 Dexterity saving throw, taking 18 (4d8) fire damage on a failed save, or half as much damage on a successful one.



Duergar Keeper of the Flame

Medium humanoid (dwarf), lawful evil


  • Armor Class 16 (scale mail, shield)
  • Hit Points 26 (4d8 + 8)
  • Speed 25 ft.

STR DEX CON INT WIS CHA
14 (+2) 11 (+0) 14 (+2) 11 (+0) 14 (+2) 9 (–1)

  • Damage Resistances poison
  • Senses darkvision 120 ft., passive Perception 12
  • Languages Dwarvish, Undercommon
  • Challenge 1 (200 XP)

Duergar Resilience. The duergar has advantage on saving throws against poison, spells, and illusions, as well as to resist being charmed or paralyzed.

Psionics. The duergar is a 3rd-level psionicist. Its psionic ability is Wisdom (discipline save DC 12). It has 14 psi points and a psi limit of 3. The duergar knows the following powers:

Talents (at will): elemental attunement, mind meld
Lesser Disciplines: psychic inqusition, psychic phantoms

Spellcasting. The duergar is a 3rd-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 12, +4 to hit with spell attacks). The duergar has the following cleric spells prepared:

Cantrip (at will): guidance, mending, sacred flame
1st level (4 slots): bane, inflict wounds, shield of faith
2nd level (2 slots): enhance ability, spiritual weapon

Sunlight Sensitivity. While in sunlight, the duergar has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.

Actions

Enlarge (Recharges after a Short or Long Rest). For 1 minute, the duergar magically increases in size, along with anything it is wearing or carrying. While enlarged, the duergar is Large, doubles its damage dice on Strength-based weapon attacks (included in the attacks), and makes Strength checks and Strength saving throws with advantage. If the duergar lacks the room to become Large, it attains the maximum size possible in the space available.

War Pick. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) piercing damage, or 11 (2d8 + 2) piercing damage while enlarged.

Javelin. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 30/120 ft., one target. Hit: 5 (1d6 + 2) piercing damage, or 9 (2d6 + 2) piercing damage while enlarged.

Invisibility (Recharges after a Short or Long Rest). The duergar magically turns invisible for up to 1 hour or until it attacks, it activates a psionic power, it uses its Enlarge, or its concentration is broken. Any equipment the duergar wears or carries is invisible with it.



Duergar Soulblade

Medium humanoid (dwarf), lawful evil


  • Armor Class 14 (leather)
  • Hit Points 18 (4d8)
  • Speed 25 ft.

STR DEX CON INT WIS CHA
11 (+0) 16 (+3) 10 (+0) 11 (+0) 10 (+0) 12 (+1)

  • Damage Resistances poison
  • Senses darkvision 120 ft., passive Perception 10
  • Languages Dwarvish, Undercommon
  • Challenge 1 (200 XP)

Create Soulblade. As a bonus action, the duergar can create a shortsword-sized, visible blade of psionic energy. The weapon appears in the duergar's hand and vanishes if it leaves the duergar's grip, or if the duergar dies or is incapacitated.

Duergar Resilience. The duergar has advantage on saving throws against poison, spells, and illusions, as well as to resist being charmed or paralyzed.

Psionics. The duergar is a 3rd-level psionicist. Its psionic ability is Wisdom (discipline save DC 12). It has 14 psi points and a psi limit of 3. The duergar knows the following powers:

Lesser Disciplines: battle aspect, psionic weapon

Sunlight Sensitivity. While in sunlight, the duergar has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.

Actions

Soulblade. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) force damage, or 10 (2d6 + 3) force damage while enlarged. If the soulblade has advantage on the attack roll, the attack deals an extra 3 (1d6) force damage.

Enlarge (Recharges after a Short or Long Rest). For 1 minute, the duergar magically increases in size, along with anything it is wearing or carrying. While enlarged, the duergar is Large, doubles its damage dice on Strength-based weapon attacks (included in the attacks), and makes Strength checks and Strength saving throws with advantage. If the duergar lacks the room to become Large, it attains the maximum size possible in the space available.

Invisibility (Recharges after a Short or Long Rest). The duergar magically turns invisible for up to 1 hour or until it attacks, it activates a psionic power, it uses its Enlarge, or its concentration is broken. Any equipment the duergar wears or carries is invisible with it.



Elder Brain

Large aberration, lawful evil


  • Armor Class 10
  • Hit Points 210 (20d10 + 100)
  • Speed 5 ft., fly 15 ft. (hover), swim 10 ft.

STR DEX CON INT WIS CHA
15 (+2) 10 (+0) 20 (+5) 21 (+5) 19 (+4) 24 (+7)

  • Saving Throws Int +10, Wis +9, Cha +12
  • Skills Arcana +10, Deception +12, Insight +9, Intimidation +12, Persuasion +12
  • Senses blindsight 120 ft., passive Perception 14
  • Languages understands Common, Deep Speech and Undercommon but can't speak, telepathy 5 miles
  • Challenge 14 (11500 XP)

Creature Sense. The elder brain is aware of the presence of creatures within 5 miles of it that have an Intelligence score of 4 or higher. It knows the distance and direction to each creature. as well as each one's intelligence score, but can't sense anything else about it. A creature protected by a mind blank spell. a nondetection spell, or similar magic can't be perceived in this manner.

Innate Psionics. The elder brain's innate psionic ability is Intelligence (discipline save DC 18). It has 57 psi points and a psi limit of 7. The elder brain can innately activate the following powers:

Talents (at will): baleful teleport, far hand, mind meld
Lesser Disciplines: cranial disturbance, psychic grip, psychic inquisition
Greater Disciplines: aura sight, mastery of force, telepathic contact

Legendary Resistance (3/Day). If the elder brain fails a saving throw, it can choose to succeed instead.

Magic Resistance. The elder brain has advantage on saving throws against spells and other magical effects.

Telepathic Hub. The elder brain can use its telepathy to initiate and maintain telepathic conversations with up to ten creatures at a time. The elder brain can let those creatures telepathically hear each other while connected in this way.

Actions

Tentacle. Melee Weapon Attack: +7 to hit, reach 30 ft., one target. Hit: 20 (4d8 + 2) bludgeoning damage. If the target is a Huge or smaller creature, it is grappled (escape DC 15) and takes 9 (1d8 + 5) psychic damage at the start of each of its turns until the grapple ends. The elder brain can have up to four targets grappled at a time.

Mind Blast (Recharge 5-6). The elder brain emits devastating psychic energy. Creatures of the elder brain's choice within 60 feet of it must succeed on a DC 18 Intelligence saving throw or take 32 (5d10 + 5) psychic damage and be stunned for 1 minute. A target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Psionic Plane Shift (1/Day). The elder brain spends 10 psi points to teleport to a location in or near one destination of its choice on a different plane of existence.

Psychic Link. The elder brain targets one incapacitated creature it can perceive with its Creature Sense trait and establishes a psychic link with that creature. Until the psychic link ends, the elder brain can perceive everything the target senses. The target becomes aware that something is linked to its mind once it is no longer incapacitated, and the elder brain can terminate the link at any time (no action required). The target can use an action on its turn to attempt to break the psychic link, doing so with a successful DC 18 Charisma saving throw. On a successful save, the target takes 10 (3d6) psychic damage. The psychic link also ends if the target and the elder brain are more than 5 miles apart, with no consequences to the target. The elder brain can form psychic links with up to ten creatures at a time.

Sense Thoughts. The elder brain targets a creature with which it has a psychic link. The elder brain gains insight into the target's reasoning, its emotional state, and thoughts that loom large in its mind (including things the target worries about, loves, or hates). The elder brain can also make a Charisma (Deception) check with advantage to deceive the target's mind into thinking it believes one idea or feels a particular emotion. The target contests this attempt with a Wisdom (Insight) check. If the elder brain succeeds, the mind believes the deception for 1 hour or until evidence of the lie is presented to the target.

Legendary Actions

The elder brain 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 elder brain regains spent legendary actions at the start of its turn.

  • Tentacle. The elder brain makes a tentacle attack.
  • Break Concentration. The elder brain targets a creature within 120 feet of it with which it has a psychic link. The elder brain breaks the creature's concentration on a spell it has cast. The creature also takes 1d4 psychic damage per level of the spell.
  • Psychic Pulse. The elder brain targets a creature within 120 feet of it with which it has a psychic link. Enemies of the elder brain within 10 feet of that creature take 10 (3d6) psychic damage.
  • Sever Psychic Link. The elder brain targets a creature within 120 feet of it with which it has a psychic link. The elder brain ends the link, causing the creature to have disadvantage on all ability checks, attack rolls, and saving throws until the end of the creature’s next turn.

Lair Actions

When fighting inside its lair, an elder brain can use lair actions. On initiative count 20 (losing initiative ties), an elder brain can take one lair action to cause one of the following effects; the elder brain can't use the same lair action two rounds in a row:

  • The elder brain activates the telekinetic barrier power from mastery of force without spending any psi points.
  • The elder brain targets one friendly creature it can sense within 120 feet of it. The target has a flash of inspiration and gains advantage on one attack roll, ability check, or saving throw it makes before the end of its next turn. If the target doesn't or can't use this benefit in that time, the inspiration is lost.
  • The elder brain targets one creature it can sense within 120 feet of it and anchors it by sheer force of will. The target must succeed on a DC 18 Charisma saving throw or be unable to leave its current space. It can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.


Githyanki Gish

Medium humanoid (gith), lawful evil


  • Armor Class 17 (half plate)
  • Hit Points 123 (19d8 + 38)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
17 (+3) 15 (+2) 14 (+2) 16 (+3) 15 (+2) 16 (+3)

  • Saving Throws Con +6, Int +7, Wis +6
  • Skills Insight +6, Perception +6, Stealth +6
  • Senses passive Perception 16
  • Languages Gith
  • Challenge 10 (5900 XP)

Psionics. The githyanki gish is an 8th-level psionicist. Its psionic ability is Intelligence (discipline save DC 15). It has 44 psi points and a psi limit of 6. The githyanki gish knows the following powers:

Talents (at will): far hand, temporal acceleration
Lesser Disciplines: battle aspect, psionic weapon, psychic grip
Greater Disciplines: intellect fortress

Spellcasting. The githyanki gish is a 8th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 15, +7 to hit with spell attacks). The githyanki gish has the following wizard spells prepared:

Cantrip (at will): blade ward, light, message, true strike
1st level (4 slots): expeditious retreat, magic missile, sleep, thunderwave
2nd level (3 slots): blur, invisibility, levitate
3rd level (3 slots): counterspell, fireball, haste
4th level (2 slots): dimension door

War Gish. When the githyanki uses its action to cast a spell or to activate a psionic power, it can make one weapon attack as a bonus action.

Actions

Multiattack. The githyanki makes two longsword attacks.

Longsword. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) slashing damage, or 8 (1d10 + 3) slashing damage if used with two hands, plus 18 (4d8) psychic damage.

Psionic Plane Shift (1/Day). The githyanki gish spends 10 psi points to teleport itself and up to eight willing creatures within 10 feet of it to a location in or near one destination of its choice on a different plane of existence.



Githyanki Kith'rak

Medium humanoid (gith), lawful evil


  • Armor Class 18 (plate)
  • Hit Points 180 (24d8 + 72)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
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
  • Senses passive Perception 16
  • Languages Gith
  • Challenge 12 (8400 XP)

Psionics. The githyanki kith'rak is an 8th-level psionicist. Its psionic ability is Intelligence (discipline save DC 15). It has 44 psi points and a psi limit of 6. The githyanki kith'rak knows the following powers:

Talents (at will): far hand, temporal acceleration
Lesser Disciplines: battle aspect, psionic weapon, psychic grip
Greater Disciplines: mantle of command

Rally the Troops. As a bonus action, the githyanki can use psionics to end the charmed and frightened conditions on itself and each creature of its choice that it can see within 30 feet of it.

Actions

Multiattack. The githyanki makes three greatsword attacks.

Greatsword. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage plus 17 (5d6) psychic damage.

Psionic Plane Shift (1/Day). The githyanki kith'rak spends 10 psi points to teleport to a location in or near one destination of its choice on a different plane of existence.

Reactions

Parry. The githyanki 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.



Githyanki Knight

Medium humanoid (gith), lawful evil


  • Armor Class 18 (plate)
  • Hit Points 91 (14d8 + 28)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
16 (+3) 14 (+2) 15 (+2) 14 (+2) 14 (+2) 15 (+2)

  • Saving Throws Con +5, Int +5, Wis +5
  • Senses passive Perception 12
  • Languages Gith
  • Challenge 8 (3900 XP)

Psionics. The githyanki knight is a 5th-level psionicist. Its psionic ability is Intelligence (discipline save DC 13). It has 27 psi points and a psi limit of 5. The githyanki knight knows the following powers:

Talents (at will): far hand, telekinetic projectile
Lesser Disciplines: battle aspect, psychic grip

Actions

Multiattack. The githyanki makes two silver greatsword attacks.

Silver Greatsword. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) slashing damage plus 10 (3d6) psychic damage. This is a magic weapon attack. On a critical hit against a target in an astral body (as with the astral projection spell), the githyanki can cut the silvery cord that tethers the target to its material body, instead of dealing damage.

Psionic Plane Shift (1/Day). The githyanki knight spends 10 psi points to teleport to a location in or near one destination of its choice on a different plane of existence.



Githyanki Warrior

Medium humanoid (gith), lawful evil


  • Armor Class 17 (half plate)
  • Hit Points 49 (9d8 + 9)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
15 (+2) 14 (+2) 12 (+1) 13 (+1) 13 (+1) 10 (+0)

  • Saving Throws Con +3, Int +3, Wis +3
  • Senses passive Perception 11
  • Languages Gith
  • Challenge 3 (700 XP)

Psionics. The githyanki warrior is a 3rd-level psionicist. Its psionic ability is Intelligence (discipline save DC 11). It has 14 psi points and a psi limit of 3. The githyanki warrior knows the following powers:

Talents (at will): far hand, telekinetic projectile
Lesser Disciplines: battle aspect, transport self

Actions

Multiattack. The githyanki makes two greatsword attacks.

Greatsword. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 9 (2d6 + 2) slashing damage plus 7 (2d6) psychic damage.



Githyanki Supreme Commander

Medium humanoid (gith), lawful evil


  • Armor Class 18 (plate)
  • Hit Points 187 (22d8 + 88)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
19 (+4) 17 (+3) 18 (+4) 16 (+3) 16 (+3) 18 (+4)

  • Saving Throws Con +9, Int +8, Wis +8
  • Skills Insight +8, Intimidation +9, Perception +8
  • Senses passive Perception 18
  • Languages Gith
  • Challenge 14 (11500 XP)

Psionics. The githyanki supreme commander is an 11th-level psionicist. Its psionic ability is Intelligence (discipline save DC 16). It has 64 psi points and a psi limit of 7. The githyanki supreme commander knows the following powers:

Talents (at will): far hand, telekinetic projectile, temporal acceleration
Lesser Disciplines: battle aspect, psionic weapon, psychic grip
Greater Disciplines: mastery of force, psychic disruption

Actions

Multiattack. The githyanki makes two greatsword attacks.

Silver Greatsword. Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 14 (2d6 + 7) slashing damage plus 17 (5d6) psychic damage. On a critical hit against a target in an astral body (as with the astral projection spell), the githyanki can cut the silvery cord that tethers the target to its material body, instead of dealing damage.

Psionic Plane Shift (1/Day). The githyanki supreme commander spends 10 psi points to teleport itself and up to eight willing creatures within 10 feet of it to a location in or near one destination of its choice on a different plane of existence.

Reactions

Parry. The githyanki adds 5 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.

Legendary Actions

The githyanki 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 githyanki regains spent legendary actions at the start of its turn.

  • Command Ally. The githyanki targets one ally it can see within 30 feet of it. If the target can see or hear the githyanki, the target can make one melee weapon attack using its reaction and has advantage on the attack roll.
  • Teleport. The githyanki magically teleports, along with any equipment it is wearing and carrying, to an unoccupied space it can see within 30 feet of it. It also becomes insubstantial until the start of its next turn. While insubstantial, it can move through other creatures and objects as if they were difficult terrain. If it ends its turn inside an object, it takes 16 (3d10) force damage and is moved to the nearest unoccupied space.
  • Attack (2 Actions). The githyanki makes a greatsword attack.
  • Psionics (Costs 2 Actions). The githyanki activates a psionic power.


Githzerai Anarch

Medium humanoid (gith), lawful neutral


  • Armor Class 20 (psychic defense)
  • Hit Points 144 (17d8 + 68)
  • Speed 30 ft., fly 40 ft (hover)

STR DEX CON INT WIS CHA
16 (+3) 21 (+5) 18 (+4) 18 (+4) 20 (+5) 14 (+2)

  • Saving Throws Str +8, Dex +10, Int +9, Wis +10
  • Skills Arcana +9, Insight +10, Perception +10
  • Damage Resistances damage from spells, damage from psionic powers
  • Senses passive Perception 20
  • Languages Gith
  • Challenge 16 (15000 XP)

Psionics. The githzerai anarch is a 13th-level psionicist. Its psionic ability is Wisdom (discipline save DC 18, +10 to hit with psychic attacks). It has 64 psi points and a psi limit of 7. The githzerai anarch knows the following powers:

Talents (at will): elemental attunement, energy beam, far hand, minor creation
Lesser Disciplines: burning flux, psionic shield, psychic grip Greater Disciplines: aura sight, mastery of force, intellect fortress

Psychic Defense. While the anarch is wearing no armor and wielding no shield, its AC includes its Wisdom modifier.

Shield of Zerthimon. Allies within 10 feet of the anarch have resistance to damage from spells and psionic powers.

Actions

Multiattack. The anarch makes three unarmed strikes.

Unarmed Strike. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) bludgeoning damage plus 18 (4d8) psychic damage.

Psionic Plane Shift (1/Day). The anarch spends 10 psi points to teleport itself and up to eight willing creatures within 10 feet of it to a location in or near one destination of its choice on a different plane of existence.

Legendary Actions

The anarch 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 anarch regains spent legendary actions at the start of its turn.

  • Strike. The anarch makes one unarmed strike.
  • Teleport. The anarch uses psionics to teleport up to an unoccupied space it can see within 30 feet of it.
  • Psionics (Costs 2 Actions). The anarch activates a psionic power or manipulates a power that it is concentrating on.
  • Change Gravity (Costs 3 Actions). The anarch changes the direction of gravity within a 50-foot-radius, 100-foot high cylinder oriented in a direction of its choice. Gravity is directed towards one end of the cylinder in this area, the effects of which are identical to the reverse gravity spell (save DC 18).

Lair Actions

An anarch can use lair actions. On initiative count 20 (losing initiative ties), the anarch can take a lair action to cause one of the following effects; the anarch can't use the same effect two rounds in a row:

  • The anarch lets loose a beam of energy in a line that is 5 feet wide and 100 feet long. Each creature in the area must make a DC 18 Dexterity saving throw, taking 35 (10d6) damage on a failed save, or half as much damage on a successful one. The damage type of this effect is cold, fire, lightning, psychic, radiant, or thunder (anarch's choice).
  • The anarch casts the creation spell (as a 9th-level spell) using the unformed substance of Limbo instead of shadow material. If used in Limbo, the object remains until the anarch's concentration is broken, regardless of its composition. If the anarch moves more than 120 feet from the object, its concentration breaks.
  • The anarch can telekinetically move an object it can see within 150 feet of it by making a Wisdom check with advantage. The DC depends on the object's size: DC 5 for Tiny, DC 10 for Small, DC 15 for Medium, DC 20 for Large, and DC 25 for Huge or larger.


Githzerai Enlightened

Medium humanoid (gith), lawful neutral


  • Armor Class 18 (psychic defense)
  • Hit Points 112 (15d8 + 45)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
14 (+2) 19 (+4) 16 (+3) 17 (+3) 19 (+4) 13 (+1)

  • Saving Throws Str +6, Dex +8, Int +7, Wis +8
  • Skills Arcana +7, Insight +8, Perception +8
  • Senses passive Perception 18
  • Languages Gith
  • Challenge 10 (5900 XP)

Psi-Empowered Strike. When the githzerai activates a psionic power, it can make one unarmed strike as a bonus action.

Psionics. The githzerai enlightened is a 9th-level psionicist. Its psionic ability is Wisdom (discipline save DC 16, +8 to hit with psychic attacks). It has 57 psi points and a psi limit of 7. The githzerai enlightened knows the following powers:

Talents (at will): baleful teleport, energy beam, far hand
Lesser Disciplines: deceleration, force punch, psionic shield
Greater Disciplines: aura sight, celerity, nomadic step

Psychic Defense. While the githzerai is wearing no armor and wielding no shield, its AC includes its Wisdom modifier.

Actions

Multiattack. The githzerai makes three unarmed strikes.

Unarmed Strike. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) bludgeoning damage plus 13 (3d8) psychic damage.

Temporal Strike (Recharge 6). Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) bludgeoning damage plus 52 (8d12) psychic damage. The target must succeed on a DC 16 Wisdom saving throw or move 1 round forward in time. A target moved forward in time vanishes for the duration. When the effect ends, the target reappears in the space it left or in an unoccupied space nearest to that space if it's occupied.

Psionic Plane Shift (1/Day). The githzerai enlightened spends 10 psi points to teleport itself and up to eight willing creatures within 10 feet of it to a location in or near one destination of its choice on a different plane of existence.



Githzerai Monk

Medium humanoid (gith), lawful neutral


  • Armor Class 14
  • Hit Points 38 (7d8 + 7)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
12 (+1) 15 (+2) 12 (+1) 13 (+1) 14 (+2) 10 (+0)

  • Saving Throws Str +3, Dex +4, Int +3, Wis +4
  • Senses passive Perception 12
  • Languages Gith
  • Challenge 2 (450 XP)

Psi-Empowered Strike. When the githzerai monk activates a psionic power, it can make one unarmed strike as a bonus action.

Psionics. The githzerai monk is a 3rd-level psionicist. Its psionic ability is Wisdom (discipline save DC 12, +4 to hit with psychic attacks). It has 14 psi points and a psi limit of 3. The githzerai monk knows the following powers:

Talents (at will): energy beam, far hand
Lesser Disciplines: psionic shield

Psychic Defense. While the githzerai monk is wearing no armor and wielding no shield, its AC includes its Wisdom modifier.

Actions

Multiattack. The githzerai makes two unarmed strikes.

Unarmed Strike. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) bludgeoning damage plus 9 (2d8) psychic damage. This is a magic weapon attack.

Reactions

Slow Fall. The githzerai reduces the bludgeoning damage it takes from a fall by 15.



Githzerai Zerth

Medium humanoid (gith), lawful neutral


  • Armor Class 17 (psychic defense)
  • Hit Points 84 (13d8 + 26)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
13 (+1) 18 (+4) 15 (+2) 16 (+3) 17 (+3) 12 (+1)

  • Saving Throws Str +4, Dex +7, Int +6, Wis +6
  • Skills Arcana +6, Insight +6, Perception +6
  • Senses passive Perception 16
  • Languages Gith
  • Challenge 6 (2300 XP)

Psi-Empowered Strike. When the githzerai monk activates a psionic power, it can make one unarmed strike as a bonus action.

Psionics. The githzerai zerth is a 5th-level psionicist. Its psionic ability is Wisdom (discipline save DC 14, +6 to hit with psychic attacks). It has 27 psi points and a psi limit of 5. The githzerai zerth knows the following powers:

Talents (at will): energy beam, far hand
Lesser Disciplines: kinetic trawl, psionic shield

Psychic Defense. While the githzerai is wearing no armor and wielding no shield, its AC includes its Wisdom modifier.

Actions

Multiattack. The githzerai makes two unarmed strikes.

Unarmed Strike. Melee Weapon Attack: +7 to hit, reach 5 ft., one creature. Hit: 11 (2d6 + 4) bludgeoning damage plus 10 (3d6) psychic damage. This is a magic weapon attack.

Reactions

Slow Fall. The githzerai reduces the bludgeoning damage it takes from a fall by 25.



Mind Flayer

Medium aberration, lawful evil


  • Armor Class 15 (breastplate)
  • Hit Points 71 (13d8 + 13)
  • Speed 30 ft., fly 15 ft. (hover)

STR DEX CON INT WIS CHA
11 (+0) 12 (+1) 12 (+1) 19 (+4) 17 (+3) 17 (+3)

  • Saving Throws Int +7, Wis +6, Cha +6
  • Skills Arcana +7, Deception +6, Insight +6, Perception +6, Persuasion +6, Stealth +4
  • Senses darkvision 120 ft., passive Perception 16
  • Languages Deep Speech, Undercommon, telepathy 120 ft.
  • Challenge 7 (2900 XP)

Innate Psionics. The mind flayer's innate psionic ability is Intelligence (discipline save DC 15). It has 38 psi points and a psi limit of 7. The mind flayer can innately activate the following powers:

Talents (at will): far hand, mind meld
Lesser Disciplines: cranial disturbance, psychic inquisition
Greater Disciplines: aura sight, telepathic contact

Magic Resistance. The mind flayer has advantage on saving throws against spells and other magical effects.

Actions

Tentacles. Melee Weapon Attack: +7 to hit, reach 5ft., one target. Hit: 15 (2d10 + 4) psychic damage. If the target is Medium of smaller, it is grappled (escape DC 15) and must succeed on a DC 15 Intelligence saving throw or be stunned until this grapple ends.

Extract Brain. Melee Weapon Attack: +7 to hit, reach 5ft., one incapacitated humanoid grappled by the mind flayer. Hit: The target takes 55 (10d10) piercing damage. If this damage reduces the target to 0 hit points, the mind flayer kills the target by extracting and devouring its brain.

Mind Blast (Recharge 5-6). The mind flayer unleashes devastating psychic energy in a 60-foot cone. Each creature in that area must succeed on a DC 15 Intelligence saving throw or take 22 (4d8 + 4) psychic damage and be stunned for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Psionic Plane Shift (1/Day). The mind flayer spends 10 psi points to teleport to a location in or near one destination of its choice on a different plane of existence.



Mind Flayer Psion

Medium aberration, lawful evil


  • Armor Class 15 (breastplate)
  • Hit Points 71 (13d8 + 13)
  • Speed 30 ft., fly 30 ft. (hover)

STR DEX CON INT WIS CHA
11 (+0) 12 (+1) 12 (+1) 19 (+4) 17 (+3) 17 (+3)

  • Saving Throws Int +7, Wis +6, Cha +6
  • Skills Arcana +7, Deception +6, Insight +6, Perception +6, Persuasion +6, Stealth +4
  • Senses darkvision 120 ft., passive Perception 16
  • Languages Deep Speech, Undercommon, telepathy 120 ft.
  • Challenge 8 (3900 XP)

Magic Resistance. The mind flayer has advantage on saving throws against spells and other magical effects.

Potent Psionics. The mind flayer can add a +4 bonus to damage rolls it makes using psionic powers. Additionally, whenever a creature succeeds on a saving throw against a psionic power of the mind flayer's that deals damage, the target takes half as much damage on a successful save, but it suffers none of the other effects of the power.

Psionics. The mind flayer is a 15th-level psionicist. Its psionic ability is Intelligence (discipline save DC 15). It has 64 psi points and a psi limit of 7. The mind flayer can innately activate the following powers:

Talents (at will): far hand, mind meld
Lesser Disciplines: mind thrust, psychic grip, psychic inqusition, psychic phantoms
Greater Disciplines: aura sight, psychic assault, telepathic contact

Psychic Focus (3/Day). The mind flayer can maintain concentration on two different psionic powers at the same time. In addition, it has advantage on saving throws to maintain concentration on psionic powers.

Actions

Tentacles. Melee Weapon Attack: +7 to hit, reach 5ft., one target. Hit: 15 (2d10 + 4) psychic damage. If the target is Medium of smaller, it is grappled (escape DC 15) and must succeed on a DC 15 Intelligence saving throw or be stunned until this grapple ends.

Extract Brain. Melee Weapon Attack: +7 to hit, reach 5ft., one incapacitated humanoid grappled by the mind flayer. Hit: The target takes 55 (10d10) piercing damage. If this damage reduces the target to 0 hit points, the mind flayer kills the target by extracting and devouring its brain.

Mind Blast (Recharge 5-6). The mind flayer unleashes devastating psychic energy in a 90-foot cone. Each creature in that area must succeed on a DC 15 Intelligence saving throw, taking 22 (4d8 + 4) psychic damage on a failed save, or half as much damage on a successful one. On a failed save, a target is also stunned for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Psionic Plane Shift (1/Day). The mind flayer spends 10 psi points to teleport itself and up to eight willing creatures within 10 feet of it to a location in or near one destination of its choice on a different plane of existence.



Thought Spy

Medium humanoid (any race), lawful evil


  • Armor Class 13 (leather)
  • Hit Points 27 (6d8)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
11 (+0) 14 (+2) 10 (+0) 16 (+3) 13 (+1) 14 (+2)

  • Skills Deception +6, Insight +3, Investigation +5, Perception +3, Sleight of Hand +4, Stealth +4
  • Senses darkvision 30 ft., passive Perception 13
  • Languages Common plus any one language, telepathy 30 ft.
  • Challenge 1 (200 XP)

Cunning Action. On each of its turns, the thought spy can use a bonus action to take the Dash, Disengage, or Hide action.

Psionics. The thought spy is a 6th-level psionicist. Its psionic ability is Intelligence (discipline save DC 13). It has 32 psi points and a psi limit of 5. The thought spy knows the following powers:

Talents (at will): project senses, telepathic imprint
Lesser Disciplines: blind spot, psychic inquisition, sense minds
Greater Disciplines: nomadic chameleon

Actions

Multiattack. The thought spy makes two melee attacks, or it makes three ranged attacks with its daggers.

Dagger. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d4 + 2) piercing damage.

Rapier. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) piercing damage.



Ulitharid

Large aberration, lawful evil


  • Armor Class 15 (breastplate)
  • Hit Points 127 (17d10 + 34)
  • Speed 30 ft., fly 60 ft. (hover)

STR DEX CON INT WIS CHA
15 (+2) 12 (+1) 15 (+2) 21 (+5) 19 (+4) 21 (+5)

  • Saving Throws Int +9, Wis +8, Cha +9
  • Skills Arcana +9, Insight +8, Perception +8, Stealth +5
  • Senses darkvision 120 ft., passive Perception 18
  • Languages Deep Speech, Undercommon, telepathy 2 miles
  • Challenge 9 (5000 XP)

Creature Sense. The ulitharid is aware of the presence of creatures within 2 miles of it that have an Intelligence score of 4 or higher. It knows the distance and direction to each creature, as well as each creature’s intelligence score, but can’t sense anything else about it. A creature protected by a mind blank spell, a nondetection spell, or similar magic can’t be perceived in this manner.

Innate Psionics. The ulitharid's innate psionic ability is Intelligence (discipline save DC 17). It has 57 psi points and a psi limit of 7. The ulitharid can innately activate the following powers:

Talents (at will): far hand, mind meld, precognitive insight Lesser Disciplines: mind thrust, psychic grip, psychic inquisition, psychic leech
Greater Disciplines: mantle of fear, nomadic mind, psychic assault, telepathic contact

Magic Resistance. The ulitharid has advantage on saving throws against spells and other magical effects.

Potent Psionics. The ulitharid can add a +5 bonus to damage rolls it makes using psionic powers. Additionally, whenever a creature succeeds on a saving throw against a psionic power of the ulitharid's that deals damage, the target takes half as much damage on a successful save, but it suffers none of the other effects of the power.

Psionic Hub. If an elder brain establishes a psychic link with the ulitharid, the elder brain can form a psychic link with any other creature the ulitharid can detect using its Creature Sense. Any such link ends if the creature falls outside the telepathy ranges of both the ulitharid and the elder brain. The ulitharid can maintain its psychic link with the elder brain regardless of the distance between them, so long as they are both on the same plane of existence. lithe ulitharid is more than 5 miles away from the elder brain, it can end the psychic link at any time (no action required).

Actions

Tentacles. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 27 (4d10 + 5) psychic damage. If the target is Large or smaller, it is grappled (escape DC 14) and must succeed on a DC 17 Intelligence saving throw or be stunned until this grapple ends.

Extract Brain. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 55 (10d10) piercing damage. If this damage reduces the target to 0 hit points, the ulitharid kills the target by extracting and devouring its brain.

Mind Blast (Recharge 5-6). The ulitharid magically emits psychic energy in a 60-foot cone. Each creature in that area must make a DC 17 Intelligence saving throw, taking 32 (5d10 + 5) psychic damage on a failed save, or half as much damage on a successful one. On a failed save, a creature is also stunned for 1 minute. A target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Psionic Feeblemind (1/Day). The ulitharid targets a creature within 150 feet of it and attempts to shatter its intellect, as the feeblemind spell (save DC 17).

Psionic Plane Shift (1/Day). The ulitharid spends 10 psi points to teleport itself and up to eight willing creatures within 10 feet of it to a location in or near one destination of its choice on a different plane of existence.

 

This document was lovingly created using GM Binder.


If you would like to support the GM Binder developers, consider joining our Patreon community.