Innate Spellcating (Psionics). The githinid’s innate spellcasting ability is Wisdom. It can innately cast the following spells, requiring no components:
At will: mage hand (the hand is invisible)
3/day each: feather fall, jump, see invisibility, shield
Psychic Defense. While the githinad is wearing no armor and wielding no shield, its AC includes its Wisdom modifier.
Actions
Multiattack. The githinid makes two unarmed strikes.
Unarmed Strike. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) bludgeoning damage plus 9 (2d8) psychic damage. This is a magic weapon attack.
Innate Spellcasting (Psionics). The githinuk’s innate spellcasting ability is Intelligence. It can innately cast the following spells, requiring no components:
At will: mage hand (the hand is invisible)
3/day each: jump, misty step, nondetection (self only)
Actions
Multiattack. The githinuk makes two greatsword attacks.
Greatsword. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 9 (2d6 + 2) slashing damage plus 7 (2d6) psychic damage.
Keen Sight. The seagull has advantage on Wisdom (Perception) checks that rely on sight.
Actions
Beak. Melee Weapon Attack: +4 to hit, reach 5ft., one target.
Hit: 3 (1d4) slashing damage.
Actions
Claws. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: (1d4 + 2) piercing damage.
Shotput with feet. Ranged Attack: +4 to hit, reach 30/120 ft., one target. Hit: (1d4 + 2) bludgeoning damage.
Small fuzzy bat-like creatures, dark blue, big eyes, sharp claws, pretty cute.
Sunlight Sensitivity. While in sunlight, the doke has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.
Pack Tactics. The doke has advantage on an attack roll against a creature if at least one of the doke's allies is within 5 ft. of the creature and the ally isn't incapacitated.
Actions
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: (1d1) piercing damage plus (3d4)poison damage. The target must make a DC 10 Constitution saving throw, taking the poison damage on a failed save, or half as much damage on a successful one.
Bright stripes in alternating: red, orange, green, yellow, blue, and a row of tiny black diamond patterns along either side.