Gith
Medium-sized Humanoid (Reptilian)
Hit Dice	3d8 (13 hp’s)	
Initiative	+1 (Dex)	
Speed	25 ft	
AC	16 (+2 natural, +4 Inix shell armor)	
Attacks	By Weapon, or Claws	
Damage	By weapon, Claws 1d4	
Face/Reach	5 ft/ 5 x 5 ft 	
Special Attacks	Springing	
Special Qualities	Skills	
Saves	Fort +1, Ref +4, Will +0	
Abilities	Str 12, Dex 12, Con 10, Int 10, Wis 8, Cha 8	
Skills	Jump +15, Hide +3, Tumble +3	
Feats	Dodge	
Climate/Terrain	Arid tablelands and mountains	
Organization	Tribes numbering anywhere from 10 to 100 members	
Challenge Rating	1	
Treasure	Standard	
Alignment	Usually Chaotic Evil	
Advancement Range	By character class	

See the AD&D 2nd Edition Monstrous Manual for more information.

Combat:
Giths attack with a charge powered by their springing ability.  They attack with either their claws or obsidian headed shortspears (-1 damage).

Springing: Gith can spring forward 20 feet once per turn.  Any attacks made along the spring are counted as a charge attack with a +2 bonus to the attack roll, but also a –2 penalty to AC as well.

Skills: Gith have a +10 bonus to Jump checks.

Society:
See the AD&D 2nd Edition Monstrous Manual for more information.

Characters:
Gith tend to prefer the fighter class to all others, though rangers and psionic-wielding classes are commonly chosen as well.  Gith spellcasters tend to be adepts.