Kryx RPGThemesCreatures
Mindwitness

Mindwitness

Large aberration
Challenge
5

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

75
10d10+20
17
Soak
1
Fort
+2
Ref
+2
Will
+5
Defense note natural armor
Condition immunities prone

Speed 0 m., fly 4 m. (hover)
Skills Insight +2 (13), Perception +5 (16), Psionics +5 (16)
Senses darkvision 20 m.
Languages Aklo, Undercommon, telepathy 150 m.

Maneuvers. The mindwitness uses maneuvers (maneuver save DC 13). It has 7 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 (rounded up) 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 DC 13, +5 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:

Cantrips (at will, 6th-level spellcaster): distract, message, mind thrust

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

Telepathic Hub. When the mindwitness receives a telepathic message, it can telepathically share that message with up to seven other creatures within 200 meters of it that it can see.

Actions (2)

Bite (1/turn). Melee Weapon Attack: +5 to hit, reach 1 m. Hit: 16 (4d6 + 2) piercing damage.

Tentacles (1/turn). Melee Weapon Attack: +5 to hit, reach 1 m. Hit: 20 (4d8 + 2) psychic damage. If the mindwitness uses the grapple maneuver and successfully grapples a target, the target must succeed on a DC 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 targets it can see within 20 meters of it:

  1. Aversion Ray: The targeted creature must make a DC 13 Will saving throw. On a failed save, the target has disadvantage on attack rolls 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 targeted creature must succeed on a DC 13 Will saving throw or be frightened 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.

  3. Psychic Ray: The target must succeed on a DC 13 Will saving throw or take 27 (6d8) psychic damage.

  4. Slowing Ray: The targeted creature must make a DC 13 Will saving throw. On a failed save, 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 targeted creature must succeed on a DC 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: If the target is a creature, it must make a DC 13 Reflex saving throw. On a failed save, the mindwitness moves it up to 5 meters in any direction, and 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 telekinetically 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.

Underdarkvgtm

Maneuvers

As an action, you can 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 if you 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 4 meters straight toward a creature, you can make a melee weapon attack against it. Add the stamina die to the attack’s damage (add half if you miss by 4 or less).

Enhance

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