Githyanki Captain (CR 10)

Medium Humanoid (Extraplanar)
Alignment: Lawful evil
Initiative: +0(Dex); Senses: darkvision 60 ft., Listen +1, and Spot +1
Languages: Draconic, Githyanki


AC: 17 (+0 Dex, +6 armor and/or shield, + 1 deflection), touch 11, flat-footed 17
Hit Dice: 9d8+41 (81 hp)
Fort +11, Ref +2, Will +5
Speed: 30 ft.
Space: 5 ft./5 ft.
Base Attack +9; Grapple +13
Attack: Melee silver sword +15/+10 (2d6+9/17-20 plus poison) or
Melee dagger +13/+8 (1d4+4/19-20)
Ranged mwk composite longbow +10/+5 (1d8+4/x3) or
Ranged dagger +9 (1d4+4/19-20)
Special Attacks/Actions:
Attack Options: Cleave, Improved Sunder, Power Attack, poison (purple worm poison, DC 24, 1d6 Str/2d6 Str), smite smite good 1/day (+0 attack, +2 damage)
Abilities: Str 18, Dex 10, Con 16, Int 12, Wis 12, Cha 10
Special Abilities: Blackguard Spells Prepared (CL 2nd): 1st - corrupt weapon, doom (DC 12)
Spell-Like Abilities (CL 9th): At will - detect good; 3/day - blur, daze (DC 10), mage hand, dimension door, telekinesis (DC 15), plane shift (DC 17); SR 14
Special Qualities: aura of evil, poison use
Feats: Cleave, Githyanki Dragonrider, Improved Critical (greatsword), Improved Sunder, Iron Will, Power Attack, Weapon Focus (greatsword), Weapon Specialization (greatsword),
Skills: Bluff +5, Concentration +7, Diplomacy +2, Disguise +0 (+2 acting), Hide +4, Intimidate +2, Knowledge (religion) +3, Listen +1, Ride +5, and Spot +1
Advancement: by character class
Climate/Terrain: Astral Plane or the fringes of civilization on the Material Plane
Organization: Most often encountered in company (2-4 soldiers plus leader)
Treasure/Possessions:

Source: Monster Manual IV

Male githyanki fighter 7/blackguard 2

A githyanki captain leads strike forces and raids, sometimes flying at the vanguard on a red dragon mount.

The githyanki captain presented here had the following ability scores before racial adjustments, Hit Dice ability score increases, and equipment bonuses: Str 15, Dex 8, Con 14, Int 12, Wis 13, Cha 10.

Strategies and Tactics

Like their underlings (githyanki soldier, gish), githyanki captains make sure to activate blur for defense. They make free use of dimension door in combat. If they need to escape, they use plane shift.

When given time to prepare, a githyanki captain casts corrupt weapon just before battle, so that his critical threats are automatically confirmed against good foes. He also seeks out psionics-using enemies, using his silver sword to disrupt their psionic abilities.

When fighting from dragonback, a githyanki captain rains down arrows on his enemies, allowing the dragon to breathe fire once or twice before jumping down into combat.

Extraplanar Subtype

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.