Monster: Githyanki Xenomancer (5e) Guide for D&D

A githyanki xenomancer travels to the farthest reaches of Wildspace and the Astral Sea, even visiting worlds of the Material Plane from time to time, to study and catalog creatures it has never encountered before.

Friendly contact with sapient creatures can bring the xenomancer’s diplomatic skills to the forefront, while hostile contact becomes a test of the xenomancer’s survival skills.

Sometimes a xenomancer’s research requires that a specimen be captured and imprisoned (to study its behavior) or killed and dissected (to study or harvest its insides).

Many xenomancers prefer to do this work in their laboratories on the Astral Plane.

Medium Humanoid (Gith, Druid), Any Alignment

Proficiency Bonus: +4
Armor Class: 14
Hit Points: 157 (21d8 + 63)
Speed: 30 ft.

STR – 14 (+2) • DEX- 18 (+4) • CON – 17 (+3) • INT – 15 (+2) • WIS – 18 (+4) • CHA – 13 (+1)

Saving Throws: Dex +8, Con +7, Wis +8

Skills: Animal Handling +8, Nature +6, Perception +8, Survival +8

Senses: passive Perception 18

Languages: Gith plus any four languages

Challenge: 9 (5,000 XP)


Multiattack: The githyanki makes three Staff attacks, three Telekinetic Bolt attacks, or a combination thereof.

Staff: Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) bludgeoning damage, or 6 (1d8 + 2) bludgeoning damage when used with two hands, plus 14 (4d6) psychic damage.

Telekinetic Bolt: Ranged Spell Attack: +8 to hit, range 60 ft., one target. Hit: 20 (3d10 + 4) force damage.

Spellcasting (Psionics): The githyanki casts one of the following spells, requiring no spell components and using Wisdom as the spellcasting ability (spell save DC 16):

At will: druidcraft, light, mage hand (the hand is invisible)

2/day each: invisibility (self only), pass without trace (self only)

1/day each: dominate monster, forcecage, plane shift, telekinesis

Bonus Actions

Astral Step (Recharge 4–6): The githyanki teleports, along with any equipment it is wearing or carrying, up to 30 feet to an unoccupied space it can see.


Parry: The githyanki adds 4 to its AC against one melee attack that would hit it. To do so, the githyanki must see the attacker and be wielding a melee weapon.