Zaythir

(Turn of Fortune's Wheel)

Medium aberration (gith), Neutral

Armor Class16 (psychic defense)
Hit Points123 (19d8 + 38)
Speed40 ft.
STRDEXCONINTWISCHA
13 (+1) 17 (+3) 15 (+2) 15 (+2) 17 (+3) 16 (+3)
Saving ThrowsDex +6, Int +5, Str +4, Wis +6
SkillsInsight +6, Perception +6
Damage Vulnerabilities—
Damage Resistances—
Damage Immunities—
Condition Immunities—
Sensespassive Perception 16
LanguagesCommon, Gith
Challenge7

Traits

Psychic Defense.

While Zaythir is wearing no armor and wielding no shield, its AC includes its Wisdom modifier.

Actions

Multiattack.

Zaythir makes three Unarmed Strike or Psychic Bolt attacks. It can replace any of these attacks with one use of its Pacifying Touch.

Unarmed Strike.

Melee Attack Roll: +6 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) bludgeoning damage plus 10 (3d6) psychic damage.

Psychic Bolt.

Ranged Spell Attack Roll: +6 to hit, range 60 ft., one creature. Hit: 17 (5d6) psychic damage.

Pacifying Touch.

Zaythir touches one creature it can see within 5 feet of itself. The target must succeed on a DC 14 Intelligence saving throw, or Zaythir chooses an action for that target: Attack, Cast a Spell, or Dash. The affected target can't take that action for 1 minute. At the end of each of the target's turns, it can repeat the saving throw, ending the effect on itself on a successful save. A target that succeeds on the saving throw becomes immune to this githzerai's Pacifying Touch for 24 hours.

Spellcasting (Psionics)

Zaythir casts one of the following spells, requiring no spell components and using Wisdom as the spellcasting ability (spell save DC 14):

At will: mage hand (the hand is invisible), see invisibility

1 each/day: plane shift (self only), telekinesis