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Telekinetic Master
Fumble- STR
- 8 (-1)
- DEX
- 16 (+3)
- CON
- 17 (+3)
- INT
- 20 (+5)
- WIS
- 12 (+1)
- CHA
- 10 (+0)
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 17):
At will: invisible force, shared thoughts
3/day each: distant voice, extinguish, fulcrum, make friends, penetrating sight
1/day each: broadcast, chariot of thought, read thoughts, fold space
Actions
The telekinetic uses Concussive Slam twice.
One creature within 30 feet of the telekinetic must succeed on a DC 17 Strength saving throw or take 10 (4d4) force damage and fall prone.
The telekinetic targets a creature they can see within 60 feet of them, which must make a DC 17 Strength saving throw. On a failed save, the target takes 36 (8d8) 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.
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 17 Dexterity saving throw. On a failed save, a target takes 31 (9d6) 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.
Each creature of the telekinetic's choice within 30 feet of them must succeed on a DC 17 Strength saving throw or be thrown up to 90 feet vertically and up to 30 feet away from the telekinetic. Each creature is then slammed to the ground, taking 1d6 bludgeoning damage per 10 feet fallen and landing prone.
Each creature of the telekinetic's choice within 30 feet of them must succeed on a DC 17 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
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 +5 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 (+9) against the attacker. If that attack hits, the attacker is hit by the triggering attack, which deals an extra 5 damage.