Monster
Githzerai Anarch
Outside your table’s allowed sources
Official reference · MTF · 2014
- Creature type
- Humanoid
- Size
- Medium
- Armor class
- 20
- Hit points
- 144 (17d8 + 68)
- Speed
- Walk 30 ft., Fly 40 ft. (hover)
- Challenge rating
- 16
- Alignment
- Lawful Neutral
- Strength
- 16
- Dexterity
- 21
- Constitution
- 18
- Intelligence
- 18
- Wisdom
- 20
- Charisma
- 14
- Passive Perception
- 20
- Saving Throws
- str: +8; dex: +10; int: +9; wis: +10
- Skills
- arcana: +9; insight: +10; perception: +10
- Languages
- Gith
Traits
Psychic Defense
While the anarch is wearing no armor and wielding no shield, its AC includes its Wisdom modifier.
Actions
Multiattack
The anarch makes three unarmed strikes.
Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) bludgeoning damage plus 18 (4d8) psychic damage.
Legendary action uses: 3. The creature can use one option at the end of another creature’s turn and regains spent uses at the start of its turn.
Legendary actions
Strike
The anarch makes one unarmed strike.
The anarch magically teleports, along with any equipment it is wearing and carrying, to an unoccupied space it can see within 30 feet of it.
Change Gravity (Costs 3 Actions)
The anarch casts the reverse gravity spell. The spell has the normal effect, except that the anarch can orient the area in any direction and creatures and objects fall toward the end of the area.
Innate Spellcasting (Psionics)
The anarch's innate spellcasting ability is Wisdom (spell save DC 18, +10 to hit with spell attacks). It can innately cast the following spells, requiring no components:
At will: mage hand (the hand is invisible)
3/day each: feather fall, jump, see invisibility, shield, telekinesis
1/day each: globe of invulnerability, plane shift, teleportation circle, wall of force
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 casts the lightning bolt spell (at 5th level), but the anarch 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.
- 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 magically 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.
Regional effects
The region containing an anarch's lair is warped by its presence, which creates one or more of the following effects:
- In Limbo, the anarch can spend 10 minutes stabilizing a 5-mile area centered on it, causing the unformed substance to take whatever inanimate form the anarch chooses. During that process, the anarch determines the shape and composition of the forms created.
- The anarch stabilizes any object created in Limbo and brought to the Material Plane for as long as the anarch remains within 1 mile of it (no action required).
If the anarch dies, these effects end after 1d6 rounds. All formed substance becomes a chaotic churn of energy and matter, unraveling into unformed substance that dissipates 1d6 rounds later.