These monsters recently appeared in a Bloody Bunch adventure (my Saturday campaign).
Kruthik Horde
Kruthiks are chitin-covered reptiles that hunt in packs and nest in sprawling subterranean warrens.
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Kruthik Horde
Huge unit of 10 Medium monstrosities, unaligned
Armor Class 18 (natural armor)
Hit Points 390
Speed 40 ft., burrow 20 ft., climb 40 ft.
Abilities Str 23 (+6), Dex 16 (+3), Con 23 (+6), Int 7 (-2), Wis 12 (+1), Cha 8 (-1)
Skills Perception +13
Senses darkvision 60 ft., tremorsense 60 ft., passive Perception 23
Condition Immunities charmed, frightened, grappled, paralyzed, petrified, prone, restrained, stunned
Languages Kruthik
Challenge 19 (22,000 XP)
Keen Smell. The unit has advantage on Wisdom (Perception) checks that rely on smell.
Tunneler. The unit can burrow through solid rock at its full burrowing speed and leaves a 15-foot-diameter tunnel in its wake.
Unit. The unit can occupy a Medium or smaller creature’s space and vice versa, and the unit can move through any opening large enough for a Medium kruthik. If the unit is targeted by an area effect that completely encloses the unit and the unit has more than half its hit points remaining, the unit takes double damage from the effect. The unit can’t regain hit points or gain temporary hit points.
Actions
Multiattack. The unit makes two stab attacks or two spike attacks.
Stabs. Melee Weapon Attacks: +18 to hit, reach 5 ft., one target within reach or in the same space as the unit. Hit: 41 (10d6 + 6) piercing damage, or half as much damage on a miss. Or, the unit deals 23 (5d6 + 6) piercing damage on a hit and no damage on a miss if the unit has half its hit points or fewer.
Spikes. The unit fires its spikes at a point that it can see within 60 feet of it. Each creature in a 15-foot cube centered on that point must make a DC 16 Dexterity saving throw, taking 15 (6d4) piercing damage on a failed saving throw, or half as much damage on a successful one. If the unit has half its hit points or fewer, the target instead takes 7 (3d4) piercing damage on a failed saving throw, and 0 damage on a successful one.
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Githyanki Unit
The bellicose githyanki terrorize the Astral Plane, raiding into other worlds to plunder the multiverse of its magic and riches.
Gith that train together form deadly units known as mirt’hiet (death squads). These death squads use their psionics and martial prowess with deadly efficiency.
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Githyanki Mirt’hiet (Unit)
Huge unit of 10 Medium humanoids (gith), lawful evil
Armor Class 17 (half plate)
Hit Points 490
Speed 30 ft.
Abilities Str 23 (+6), Dex 14 (+2), Con 20 (+5), Int 13 (+1), Wis 13 (+1), Cha 10 (+0)
Saving Throws Con +13, Int +9, Wis +8
Skills Perception +17
Condition Immunities charmed, frightened, grappled, paralyzed, petrified, prone, restrained, stunned
Senses passive Perception 27
Languages Gith
Challenge 27 (105,000 XP)
Nondetection. The unit cannot be detected with any divination magic or perceived through magical scrying sensors.
Psionic Jumping. The unit’s jump distance is tripled.
Unit. The unit can occupy a Medium or smaller creature’s space and vice versa, and the unit can move through any opening large enough for a Medium gith. If the unit is targeted by an area effect that completely encloses the unit and the unit has more than half its hit points remaining, the unit takes double damage from the effect. The unit can’t regain hit points or gain temporary hit points.
Actions
Greatswords. Melee Weapon Attacks: +14 to hit, reach 5 ft., one target within reach or sharing the same space as the unit. Hit: 76 (20d6 + 6) slashing damage plus 70 (20d6) psychic damage, or half as much damage on a miss. Or, the unit deals 41 (10d6 + 6) slashing damage plus 35 (10d6) psychic damage, or 0 damage on a miss if the unit has half its hit points or fewer.
Legendary Actions
The unit can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. The unit regains spent legendary actions at the start of its turn.
Attack (2 Actions). The unit makes a greatsword attack.
Telekinesis (3 Actions). The unit innately casts telekinesis, requiring no components. Its spellcasting ability is Intelligence (spell save DC 17).
Teleport. The unit magically teleports, along with any equipment it is wearing and carrying, to an unoccupied space it can see within 30 feet of it.
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Githzerai
Focused philosophers and austere ascetics, the githzerai pursue lives of rigid order. Lean and muscular, they wear unadorned clothing free of ornamentation, keeping their own council and trusting few creatures outside of their own kind.
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Githzerai Discipline (Unit)
Huge unit of 10 Medium humanoids (gith), lawful neutral
Armor Class 19 (psionic shield)
Hit Points 380
Speed 30 ft.
Abilities Str 20 (+5), Dex 15 (+2), Con 20 (+5), Int 13 (+1), Wis 14 (+2), Cha 10 (+0)
Saving Throws Str +11, Dex +8, Wis +8
Skills Perception +14
Condition Immunities charmed, frightened, grappled, paralyzed, petrified, prone, restrained, stunned
Senses true sight 120 ft., passive Perception 24
Languages Gith
Challenge 24 (62,000 XP)
Improved Psychic Defense. While the githzerai is wearing no armor and wielding no shield, its AC equals 15 + its Dexterity modifier + its Wisdom modifier. In addition, the unit takes no damage from magic missile.
Gravity’s Ally. The unit’s falling rate of descent is 60 feet per round and its jumping distance is tripled.
Unit. The unit can occupy a Medium or smaller creature’s space and vice versa, and the unit can move through any opening large enough for a Medium gith. If the unit is targeted by an area effect that completely encloses the unit and the unit has more than half its hit points remaining, the unit takes double damage from the effect. The unit can’t regain hit points or gain temporary hit points.
Actions
Unarmed Strikes. Melee Weapon Attacks: +11 to hit, reach 5 ft., one target within reach or sharing the same space as the unit. Hit: 50 (10d8+ 5) bludgeoning damage plus 90 (20d8) psychic damage, or half as much damage on a miss. Or, the unit deals 27 (5d8 + 5) slashing damage plus 45 (10d8) psychic damage, or 0 damage on a miss if the unit has half its hit points or fewer. This is a magic weapon attack.
Legendary Actions
The unit can take 1 legendary action, choosing from the options below, which it uses at the end of another creature’s turn. The unit regains spent legendary actions at the start of its turn.
Attack. The unit makes an unarmed strike attack.
Telekinesis. The unit innately casts telekinesis, requiring no components. Its spellcasting ability is Wisdom (spell save DC 16).
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Art by Wizards of the Coast.