Githyanki Soldier (CR 4)
AC: 19 (+2 Dex, +6 armor, +1 deflection), touch 13, flat-footed 17
Hit Dice: 3d8+17 (30 hp)
Fort +6, Ref +3, Will +1
Speed: 30 ft. (20 ft. in breastplate)
Space: 5 ft./5 ft.
Base Attack +3; Grapple +5
Attack: Melee mwk greatsword +7 (2d6+3/19-20) or
Melee dagger +5 (1d4+2/19-20) or
Ranged mwk composite longbow +6 (1d8+2/x3) or
Ranged dagger+5 (1d4+2/19-20)
Attack Options: Point Blank Shot, Power Attack
Abilities: Str 15, Dex 15, Con 16, Int 10, Wis 10, Cha 8
Special Abilities: SR 8; Spell-Like Abilities (CL 3rd): 3/day - blur, daze (DC 9), mage hand
Feats: Dodge, Point Blank Shot, Power Attack, Weapon Focus (greatsword)
Skills: Intimidate +3, Listen +2, and Spot +2
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: combat gear (tanglefoot bag, thunderstone) plus +7 breastplate, masterwork greatsword, masterwork composite longbow (+2 Str bonus) with 20 arrows, dagger, ring of protection +7
Monster Manual IV
Male githyanki fighter 3
The githyanki soldier presented here had the following ability scores before racial adjustments: Str 15, Dex 13, Con 14, Int 10, Wis 12, Cha 8.
Strategies and Tactics
Githyanki soldiers are resourceful combatants who disdain simple frontal attacks. They prefer to fight on their own terms and at times of their choosing. Before a fight, soldiers activate their blur abilities for an extra defensive edge.
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.