Githzerai are one of the two subspecies of Gith who concentrated on asceticism and developing psionic power following their emancipation from the mind flayers.

Medium Aberration (Gith), Any Alignment
AC 15 (psychic defense)
Initiative +2 (12)
HP 44 (8d8 + 8)
Speed 30 ft.
mod
save
mod
save
mod
save
Str
12
+1
+3
Dex
15
+2
+4
Con
12
+1
+1
Int
14
+2
+4
Wis
16
+3
+5
Cha
10
+0
+0
Skills Perception +5Survival +5
Senses Passive Perception 15
Languages Common, Gith
CR 3 (XP 700; PB +2) 

Traits

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 Strike attacks.

Spellcasting (Psionics). The githzerai casts one of the following spells, requiring no spell components and using Wisdom as the spellcasting ability (spell save DC 13):

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

Bonus Actions

Matter Manipulation (Recharge 4–6). The githzerai manipulates the energy of the plane of existence it's on to produce one of the following effects (choose one or roll a d6):

  • 1-2: Astral Step. The githzerai can teleport, along with any equipment it is wearing or carrying, up to 40 feet to an unoccupied space it can see. In addition, its walking speed increases to 40 feet until the start of its next turn.

  • 3-4: Growth. Flowers and vines grow around the githzerai until the start of its next turn, then vanish; the ground within 15 feet of the githzerai is difficult terrain for other creatures while the flowers and vines are present.

  • 5-6: Retaliating Light. Multicolored lights surround the githzerai until the start of its next turn. For the effect's duration, whenever a creature within 5 feet of the githzerai hits it with a melee attack roll, that creature takes 3 (1d6) force damage, as magic lashes out in retribution.

Source: MPP, page 31.

Player Options

Githzerai migrated to the Everchanging Chaos of Limbo after the ancient schism that split their ancestors from their cousins, githyanki. Limbo is a roiling maelstrom of matter and energy, collapsing and reforming without purpose or direction, until a creature exerts deliberate will to stabilize it. Through their potent psionic power, githzerai carved a home for themselves amid the chaos. As the ages passed, githzerai explorers ranged out to other planes and worlds of the multiverse.

Githzerai are generally slender, with speckled skin in shades of yellow, green, or brown. Eons of cultivating their mental powers within the endless chaos of Limbo have imbued githzerai with the ability to shape psionic energy to protect themselves and probe minds.

  • Ability Score Increase. When determining your character’s ability scores, increase one score by 2 and increase a different score by 1, or increase three different scores by 1. You can't raise any of your scores above 20.
  • Creature Type. You are a Humanoid.
  • Size. You are Medium.
  • Speed. Your walking speed is 30 feet.
  • Githzerai Psionics. You know the Mage Hand cantrip, and the hand is invisible when you cast the cantrip with this trait.
    • Starting at 3rd level, you can cast the Shield spell with this trait. Starting at 5th level, you can also cast the Detect Thoughts spell with it. Once you cast Shield or Detect Thoughts with this trait, you can’t cast that spell with it again until you finish a long rest. You can also cast either of those spells using any spell slots you have of the appropriate level.
    • Intelligence, Wisdom, or Charisma is your spellcasting ability for these spells when you cast them with this trait (choose when you select this race). None of these spells require spell components when you cast them with this trait.
  • Mental Discipline. Your innate psychic defenses grant you advantage on saving throws you make to avoid or end the charmed and frightened conditions on yourself.
  • Psychic Resilience. You have resistance to psychic damage.
  • Languages. Your character can speak, read, and write Common and one other language that you and your DM agree is appropriate for the character. The Player’s Handbook offers a list of languages to choose from. The DM is free to modify that list for a campaign.