Githzerai (CR 1)

Medium Outsider (Extraplanar)
Alignment: Any neutral
Initiative: +3 (Dex); Senses: darkvision 60 ft. and Spot +2
Languages: Githzerai, possibly Common


AC: 17 (+3 Dex, +4 inertial armor), touch 13, flat-footed 14
Hit Dice: 1d8+1 (5 hp)
Fort +3, Ref +3, Will +0
Speed: 30 ft.
Space: 5 ft./5 ft.
Base Attack +1; Grapple +2
Attack: Masterwork short sword +5 melee or composite longbow +4 ranged
Full Attack: Masterwork short sword +5 melee or composite longbow +4 ranged
Damage: Masterwork short sword 1d6+1/19-20, composite longbow 1d8+1/x3
Special Attacks/Actions: -
Abilities: Str 13, Dex 17, Con 12, Int 8, Wis 11, Cha 8
Special Qualities: Psionics, inertial armor, SR 6
Feats: Weapon Finesse
Skills: Concentration +1 and Spot +2
Advancement: By character class
Climate/Terrain: Ever-Changing Chaos of Limbo
Organization: Fellowship (3-12 3rd-level students), sect (12-24 3rd-level students, plus 2 7th-level teachers and 1 9th-level mentor), or order (30-100 3rd-level students, plus 1 7th-level teacher per 10 adults, 5 9th-level mentors, 2 13th-level masters, and 1 16th-level sensei)
Treasure/Possessions: Standard

Source: Monster Manual

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.

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.