Mindwitness

Mindwitness

Large aberration
Challenge

STR
0
DEX
2
CON
2
INT
2
WIS
2
CHA
0

75
10d10+20
17
Soak
1
Fort
+3
Ref
+1
Will
+4
Defense note natural armor
Condition immunities prone

Speed 0 m., fly 4 m. (hover)
Skills Perception +4 (15), Psionics (int) +4 (15)
Senses darkvision 20 m.
Languages Aklo, Undercommon, telepathy 150 m.

Maneuvers. The mindwitness uses maneuvers (maneuver save Difficulty 13). It has 5 stamina dice which are d8s, a dice limit of 2, regains all expended stamina dice when it finishes a long rest, and regains half its total stamina dice when it finishes a short rest. It knows the following maneuvers:

At will: grapple (Tentacles only)

1 stamina die: spring attack

Spellcasting. The mindwitness uses Psionics (int) to cast spells (spell save Difficulty 13, +4 to hit with spell attacks). It has 2 mana, a mana limit of 1, regains all expended mana when it finishes a long rest, and regains half its total mana when it finishes a short rest. It knows the following spells:

1 mana: agonizing rebuke, call to mind, mind over body, mind trap, nondetection, psychic fortress, thought shield

Telepathic Hub. The mindwitness can use its telepathy to initiate and maintain telepathic conversations with up to ten creatures at a time. The mindwitness can let those creatures telepathically hear each other while connected in this way.

Actions (2)

Bite (1/turn). Melee Weapon Attack: +4 to hit. Hit: 16 (4d6 + 2) piercing damage.

Tentacles (1/turn). Melee Weapon Attack: +4 to hit. Hit: 20 (4d8 + 2) psychic damage. If the mindwitness uses the grapple maneuver and successfully grapples a target, the target must succeed on a Difficulty 11 Will saving throw or be stunned until the grapple ends.

Eye Rays (1/turn). The mindwitness shoots three of the following magical eye rays at random (reroll duplicates), choosing one to three creatures it can see within 20 meters of it:

  1. Aversion Ray: The targeted creature must make a Difficulty 13 Will saving throw. On a failure, the target has disadvantage on skill checks for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

  2. Fear Ray: The creature must succeed on a Difficulty 13 Will saving throw or be frightened by the mindwitness for 1 minute. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

  3. Psychic Ray: The creature must succeed on a Difficulty 13 Will saving throw, taking 27 (6d8) psychic damage on a failed save, or half as much damage on a successful one..

  4. Slowing Ray: The creature must succeed on a Difficulty 13 Will saving throw. On a failure, the creature is staggered and its speed is halved for 1 minute. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

  5. Stunning Ray: The creature must succeed on a Difficulty 13 Fortitude saving throw or be stunned for 1 minute. The target can repeat the saving throw at the start of each of its turns, ending the effect on itself on a success.

  6. Telekinetic Ray: The creature must succeed on a Difficulty 13 Reflex saving throw or the mindwitness moves it up to 5 meters in any direction. It is restrained by the ray’s telekinetic grip until the start of the mindwitness’s next turn or until the mindwitness is incapacitated. If the target is an object weighing 150 kilos or less that isn’t being worn or carried, it is moved up to 5 meters in any direction. The mindwitness can also exert fine control on objects with this ray, such as manipulating a simple tool or opening a door or a container.

Far Realm, Underdarkvgtm

Maneuvers

As an action, make a melee weapon attack and a Brawn check to grapple the creature.

Enhance

You can add the stamina die to the attack’s damage (add half on a miss by 4 or less) for each additional stamina die expended.

As an action, you can use the Dash action. If you move at least 3 meters straight toward a creature, you can make a melee weapon attack against it.

On a hit, add the stamina die to the attack’s damage.

On a critical hit, add twice as much damage.

On a miss by 4 or less, add half as much damage.

Enhance

You can increase the damage for each additional stamina die expended.

Spells

As a reaction, which you use when you are hit by an attack or missed by 4 or less or take psychic damage, you absorb some of the incoming energy. You have resistance to psychic damage until the start of your next turn, including against the triggering damage. If the creature who damaged you is within 10 meters, it must make a Will saving throw.

On a failure, it takes 1d4 psychic damage and is staggered until the end of its next turn.

On a critical failure, it takes twice as much damage.

On a success, it takes half as much damage.

On a critical success, it takes no damage.

Augment

You can increase the damage by 3d4 for each additional mana expended.

As a reaction, which you use when you use an skill check using Intelligence to do one of the following:

  • Recall knowledge
  • Identify an alchemical concoction
  • Identify a herb, poison, or potion
  • Identify a concoction or spell
  • Identify a magic or technological item
  • Diagnose illness
  • Understand the gist of a language
  • Communicate in a language

You can recall natural memories and knowledge previously inaccessible to you. You can reroll the Intelligence check.

As a reaction, which you use when you make a skill check using Strength, Dexterity, or Constitution or you make a Fortitude or Reflex saving throw, you can focus your mind to overcome your body’s limitations. You make the roll with advantage. You can do so after the roll but before any effects of the roll occur.

If the roll already has advantage or disadvantage, you cannot apply another instance of advantage or disadvantage and you must use this before the roll to cancel out any advantage or disadvantage.

1 hour/mana

As an action, you set a trap in your mind against mental intruders. A creature who targets you with a spell or effect that would sense your emotions, read your thoughts, charm you, or force you to make a Will saving throw must make a Will saving throw.

On a failure, it takes 3d10 psychic damage and loses 1d6 mana if it has any mana.

On a critical failure, it takes twice as much damage.

On a success, it takes half as much damage.

On a critical success, it takes no damage.

The spell ends if you dismiss it on your turn (no action required) or if you cast it again.

Augment

You can increase the damage by 3d10 for each additional mana expended.

3 hours/mana

As an action, you hide yourself from divination magic. You can’t be targeted by any divination magic, perceived through magical scrying sensors, or detected by any locate spell.

Augment
You can augment this spell with the following options, expending mana for each option.
  • You can expend 1 additional mana to hide two targets that you touch from divination magic. A target can be a willing creature or a place or an object no larger than 2 meters in any dimension. You can target one additional target for each additional mana expended.

  • Sequester. You can expend 1 additional mana and consume powder composed of diamond, emerald, ruby, and sapphire dust worth 5,000 sp to hide the target creature or object until the spell is dispelled. When you cast the spell and touch the target, it also becomes invisible.

    If the target is a creature, it falls into a state of suspended animation. Time ceases to flow for it, and it doesn’t grow older.

    You can set a condition for the spell to end early. The condition can be anything you choose, but it must occur or be visible within 2 kilometers of the target. Examples include “after 1,000 years” or “when the tarrasque awakens.” This spell also ends if the target takes any damage.

1 hour/mana

As an action, you have resistance to psychic damage for the duration.

Augment
You can augment this spell with the following options, expending mana for each option.
  • You can target one additional willing creature that you can touch or see within 10 meters for each additional mana expended. The creatures must be within 5 meters of each other when you target them.

  • You can expend 1 additional mana so you have advantage on Will saving throws.

  • Mind Blank. You can expend 1 additional mana so the creature is immune to any effect that would sense its emotions or read its thoughts and divination spells. The spell even foils miracle or wish spells and spells or effects of similar power used to affect the target’s mind or to gain information about the target.

  • Immunity. You can expend 2 additional mana so the creature is immune to psychic damage.

As a reaction, which you use when you make a Will saving throw, you fortify your mind against intrusions. You make the roll with advantage. You can do so after the roll but before any effects of the roll occur.

If the roll already has advantage or disadvantage, you cannot apply another instance of advantage or disadvantage and you must use this before the roll to cancel out any advantage or disadvantage.

Augment

You can expend 2 additional mana to trigger the spell when you or one of your allies within 2 meters of you makes a Will saving throw. Until the start of your next turn, you and all allies within 2 meters of you have advantage on Will saving throws.