Githyanki (CR 1)
AC: 16 (+1 Dex, +5 breastplate), touch 11, flat-footed 15
Hit Dice: 1d8+2 (6 hp)
Fort +4, Ref +1, Will -2
Speed: 30 ft. (20 ft. in breastplate)
Space: 5 ft./5 ft.
Base Attack +1; Grapple +2
Attack: Masterwork greatsword +4 melee; or composite longbow (+1) +2 ranged
Full Attack: Masterwork greatsword +4 melee; or composite longbow (+1) +2 ranged
Damage: Greatsword 2d6+1/19-20; composite longbow (+1) 1d8+1/x3
Special Attacks/Actions: Psionics
Abilities: Str 13, Dex 13, Con 14, Int 10, Wis 7, Cha 8
Special Qualities: Psionics, SR 6
Feats: Weapon Focus (greatsword)
Skills: Craft (armorsmithing or weaponsmithing) +2, Intimidate +1, and Spot +1
Advancement: By character class
Climate/Terrain: Astral Plane
Organization: Company (2-4 3rd-level fighters), squad (11-20 3rd-level fighters, plus 2 7th-level sergeants, 1 9th-level captain, and 1 young red dragon), or regiment (30-100 3rd-level fighters, plus 1 7th-level sergeant per 10 members, 5 7th-level lieutenants, 3 9th-level captains, 1 16th-level supreme leader, and 1 adult red dragon per 30 members)
Psionics (Sp): At will - daze, feather fall, shatter. Upon advancing to 11th character level, a githzerai can use plane shift once per day. These abilities are as the spells cast by a 16th-level sorcerer.
Inertial Armor (Sp): Githzerai can use psychic force block an enemy's blows. This gives them a +4 armor bonus as long as they remain conscious.
Spell Resistance (Ex): A githzerai has spell resistance of 5 + 1 per character level.
A subtype applied to any creature when it is on a plane other than its native plane. A creature that travels the planes can gain or lose this subtype as it goes from plane to plane. This book assumes that encounters with creatures take place on the Material Plane, and every creature whose native plane is not the Material Plane has the extraplanar subtype (but would not have when on its home plane). An extraplanar creatures usually has a home plane mentioned in its description. These home planes are taken from the Great Wheel cosmology of the D&D game (see Chapter 5 of the Dungeon Master's Guide). If your campaign uses a different cosmology, you will need to assign different home planes to extraplanar creatures.
Creatures not labeled as extraplanar are natives of the Material Plane, and they gain the extraplanar subtype if they leave the Material Plane. No creature has the extraplanar subtype when it is on a transitive plane; the transitive planes in the D&D cosmology are the Astral Plane, the Ethereal Plane, and the Plane of Shadow.