KING
Githyanki Knight

Githyanki Knight

Humanoid · Crown of Wrath

T3d8Minor

Astral raiders with silver swords, githyanki knights hunt illithids, their psionic prowess dominating battlefields.

Tier 3  ·  Role Minor  ·  Pool Vigor 3 (+3 overflow)  ·  AC 14  ·  ATK +4  ·  Save DC 15  ·  Dmg 3 (flat)

AC1414 base
Vigor3Tier, plus 3 overflow. Flees at 0, dies at 6 total damage
Move30 ft
Initiatived8rerolled each round
Attack+4d20 + bonus vs AC, two a turn
Damage3flat, crit d8, floored at 3
Save DC15Tier 3 DC
Crit20natural 20 only
StatScoreModDie
Body16--
Mind18--
Sense8--
Heart16--
Cunning16--
Fate16--

A Minor has no attribute mechanics: the scores describe the creature, they do not roll.

Passives

Passive

Silver Sword

On a critical hit against a creature traveling the Astral Plane, the blade severs its silver cord. The traveler is cut loose from its body and cannot return until the cord is mended.

Passive

Spellcasting (silverblade psionics)

A war-trained psion of the Astral Sea, it drives telekinesis and mind-lances ahead of its silver blade and shrugs off charms with a disciplined will.

Maneuvers

Maneuver

Mind Rend

One creature within 60 ft makes a DC 15 Mind save or takes 3 damage and cannot use reactions for 1 round; on a success it takes 1 Vigor damage.

Maneuver

Violent Hand

Seizes one creature within 30 ft in a fist of telekinetic force and hurls it. The target makes a DC 15 Body save or takes 3 damage and is knocked prone or shoved 15 ft; on a success it takes 1 Vigor damage.

Tactics

GM tactics

Closes on spellcasters first, silver blade leading. Uses Violent Hand to throw enemies into hazards or off ledges. Mind Rend on illithids or psions. Fights to the death for glory-never retreats unless ordered by a superior.

Running it

Rules

  • Vigor equal to Tier, with an overflow of the same size behind it: 3, then 3 more. Neither half regenerates.
  • A hit deals a flat 3, no roll. A crit (natural 20 only) rolls d8 and never lands below 3.
  • Crits on a natural 20 only.
  • Minor: no stat modifiers or dice in play; its scores describe the creature, they do not roll.
  • At 0 Vigor it breaks and flees, out of the fight but alive; Fanatics fight on into the overflow instead.
  • Total damage reaching 6 kills it outright, and a single blow of 6 or more kills it on the spot.
  • Vigor damage is simply damage against a Minor: its whole pool is Vigor.
  • Two attacks in a normal turn: Tier 3+ Minors get a second.
  • Group morale: when its group loses half its number, fled or dead, the rest check morale.
  • NPCs never take wounds.