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Telekinetic Talent
Fumble- STR
- 8 (-1)
- DEX
- 12 (+1)
- CON
- 14 (+2)
- INT
- 16 (+3)
- 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 13):
At will: invisible force, shared thoughts
3/day each: extinguish, penetrating sight
1/day each: chariot of thought, read thoughts
Actions
The telekinetic uses Concussive Slam twice.
One creature within 30 feet of the telekinetic must succeed on a DC 13 Strength saving throw or take 7 (3d4) force damage and fall prone.
The telekinetic targets a creature they can see within 60 feet of them, which must make a DC 13 Strength saving throw. On a failed save, the target takes 18 (4d8) 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 13 Dexterity saving throw. On a failed save, a target takes 17 (5d6) 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.
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 +3 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 (+5) against the attacker. If that attack hits, the attacker is hit by the triggering attack, which deals an extra 3 damage.