Kryx RPGThemesMonsters

As an action, you hold your hands outstretched, sending creatures in to disarray. Each creature in a cone or line must make a Will saving throw.

On a failed save, a creature is teleported 1d10 × 1.5 meters in a random horizontal direction. Roll a d8 for the direction: 1: north, 2: north-east, 3: east, 4: south-east, 5: south, 6: south-west, 7: west, 8: north-west.

If the creature would arrive in a place already occupied by an object or a creature, it is shunted to the nearest unoccupied space that it can occupy and takes 4d6 force damage. A creature can’t be teleported to a space harmful to it, such as a body of lava or midair if it can’t fly.