Telekinetic Expert

Fumble

Medium Humanoid (Talent), Any Alignment

STR
8 (-1)
DEX
14 (+2)
CON
16 (+3)
INT
18 (+4)
WIS
12 (+1)
CHA
10 (+0)
Powers.

In addition to the other powers in this stat block, the telekinetic can manifest the following powers, using Intelligence as their manifestation ability (power save DC 15):

At will: invisible force, shared thoughts

3/day each: extinguish, fulcrum, make friends, penetrating sight

1/day each: chariot of thought, distant voice, read thoughts

Actions

Multiattack.

The telekinetic uses Concussive Slam twice.

Concussive Slam (1st-Order Power).

One creature within 30 feet of the telekinetic must succeed on a DC 15 Strength saving throw or take 7 (3d4) force damage and fall prone.

Kinetic Crush (3/Day; 4th-Order Power).

The telekinetic targets a creature they can see within 60 feet of them, which must make a DC 15 Strength saving throw. On a failed save, the target takes 27 (6d8) force damage and their speed becomes 0 until the start of the telekinetic's next turn. On a success, the target takes half as much damage and their speed isn't reduced.

Telekinetic Burst (3/Day; 4th-Order Power).

The telekinetic unleashes a 20-foot-radius sphere of force centered on a point they can see within 90 feet of them. Each creature in the area must make a DC 15 Dexterity saving throw. On a failed save, a target takes 24 (7d6) force damage and is pushed 10 feet away from the center of the area. On a success, a target takes half as much damage and isn't pushed.

Mass Choke (1/Day; 6th-Order Power; Concentration).

Each creature of the telekinetic's choice within 30 feet of them must succeed on a DC 15 Dexterity saving throw or become restrained for 1 minute (save ends at end of turn). A creature restrained in this way takes 22 (5d8) force damage at the start of each of their turns.

Reactions

Reflective Armor (3/Day).

When the telekinetic or a creature they can see within 30 feet of them is hit by an attack, the target of the attack gains a +4 bonus to AC, including against the triggering attack, until the start of the telekinetic's next turn. If the triggering attack misses, the telekinetic makes a power attack roll (+7) against the attacker. If that attack hits, the attacker is hit by the triggering attack, which deals an extra 4 damage.

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