Gish, Githyanki (CR 8)

Medium Humanoid (Extraplanar)
Alignment: Lawful evil
Initiative: +2(Dex); Senses: darkvision 60 ft., Listen +3, and Spot +3
Languages: Common, Draconic, Githyanki, Infernal, Undercommon


AC: 18 (+2 Dex, +5 armor, + 1 deflection), touch 13, flat-footed 16
Hit Dice: 7d8+11 (42 hp)
Fort +6, Ref +5, Will +5
Speed: 30 ft.
Space: 5 ft./5 ft.
Base Attack +4; Grapple +6
Attack: Melee mwk greatsword +7 (2d6+3/19-20) or
Melee dagger +6 (1d4+2/19-20)
Ranged mwk composite longbow +7 (1d8+2/x3) or
Ranged dagger +6 (1d4+2/19-20)
Special Attacks/Actions:
Attack Options: Point Blank Shot, Precise Shot
Abilities: Str 14, Dex 15, Con 14, Int 18, Wis 8, Cha 8
Special Abilities: Wizard Spells Prepared (CL 7th): 3rd - haste, hold person (DC 17), lightning bolt (DC 17)
2nd - glitterdust (DC 16), Melfs acid arrow (+6 ranged touch), scorching ray (2) (+6 ranged touch)
1st - magic missile (2), ray of enfeeblement (+6 ranged touch), shield*, true strike
0 - detect magic, ray of frost (2) (+6 ranged touch), message, resistance
*Already cast
Spell-Like Abilities (CL 7th): 3/day - blur, daze (DC 9), mage hand, dimension door
Special Qualities:
Feats: Githyanki Battlecaster, Iron Will, Lightning Reflexes, Point Blank Shot, Practiced Spellcaster, Precise Shot, Scribe Scroll
Skills: Concentration +10, Intimidate +4, Knowledge (arcana) +9, Knowledge (the planes) +6, Listen +3, Ride +7, Spellcraft +11, and Spot +3
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 (potion of cure serious wounds, wand of bulls strength (37 charges) ) plus +7 chain shirt, masterwork greatsword, masterwork composite longbow (+2 Str bonus) with 20 arrows, 2 daggers, headband of intellect +2, ring of protection +7; Spellbook: spells

Source: Monster Manual IV

Female githyanki fighter2/evoker 5

Gish are the war wizards of the githyanki and lead others into battle.

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

Strategies and Tactics

Gish typically lead small squads of soldiers or serve as support for githyanki captains. Though capable in both melee and ranged combat, they prefer to direct a battle from the rear, where they can use their spells to support their followers.

A gish uses haste at the outset of combat to improve her allies' offense and defense. The following round, she uses glitterdust, hoping to blind some of the enemy. She then targets any nonblinded melee combatant with hold person or ray of enfeeblement.

If able, before combat, a gish uses her blur ability and employs her wand of bull's strength to boost her soldiers and captain.

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.