Monster
Zaythir
Outside your table’s allowed sources
Official reference · ToFW · 2014
- Creature type
- Aberration
- Size
- Medium
- Armor class
- 16 (psychic defense)
- Hit points
- 123 (19d8 + 38)
- Speed
- Walk 40 ft.
- Challenge rating
- 7
- Alignment
- Neutral
- Strength
- 13
- Dexterity
- 17
- Constitution
- 15
- Intelligence
- 15
- Wisdom
- 17
- Charisma
- 16
- Passive Perception
- 16
- Saving Throws
- str: +4; dex: +6; int: +5; wis: +6
- Skills
- insight: +6; perception: +6
- Languages
- Common, Gith
Traits
Psychic Defense
While Zaythir is wearing no armor and wielding no shield, its AC includes its Wisdom modifier.
Actions
Multiattack
Zaythir makes three Unarmed Strike or Psychic Bolt attacks. It can replace any of these attacks with one use of its Pacifying Touch.
Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) bludgeoning damage plus 10 (3d6) psychic damage.
Psychic Bolt
Ranged Spell Attack: +6 to hit, range 60 ft., one creature. Hit: 17 (5d6) psychic damage.
Pacifying Touch
Zaythir touches one creature it can see within 5 feet of itself. The target must succeed on a DC 14 Intelligence saving throw, or Zaythir chooses an action for that target: Attack, Cast a Spell, or Dash. The affected target can't take that action for 1 minute. At the end of each of the target's turns, it can repeat the saving throw, ending the effect on itself on a successful save. A target that succeeds on the saving throw becomes immune to this githzerai's Pacifying Touch for 24 hours.
Spellcasting (Psionics)
Zaythir casts one of the following spells, requiring no spell components and using Wisdom as the spellcasting ability (spell save DC 14):
At will: mage hand (the hand is invisible), see invisibility
1/day each: plane shift (self only), telekinesis