Failed to load data. Try again
Telepath Expert
Fumble- STR
- 8 (-1)
- DEX
- 14 (+2)
- CON
- 16 (+3)
- INT
- 18 (+4)
- WIS
- 10 (+0)
- CHA
- 12 (+1)
In addition to the other powers in this stat block, the telepath can manifest the following powers, using Intelligence as their manifestation ability (power save DC 15):
At will: influence, rewrite
3/day each: distant voice, make friends, read thoughts, veritas
1/day each: broadcast, read object, reveal the path
Actions
One creature the telepath can see within 120 feet of them must succeed on a DC 15 Intelligence saving throw or take 16 (3d10) psychic damage.
The telepath chooses one creature they can see within 60 feet of them, which must make a DC 15 Intelligence saving throw. On a failed save, the target takes 33 (6d10) psychic damage and can take only the Dash, Disengage, or Dodge actions on their next turn. On a success, the target takes half as much damage and can take their turn normally.
Each creature in a 20-foot-radius sphere centered on a point within 90 feet of the telepath must make a DC 15 Intelligence saving throw. On a failed save, a creature takes 27 (6d8) psychic damage and is fractured for 1 minute (save ends at end of turn). On a success, the creature takes half as much damage and isn't fractured.
While fractured, a creature's speed is halved; they have disadvantage on ability checks, attack rolls, and saving throws; and attack rolls against them have advantage.
The telepath chooses one Humanoid they can see within 120 feet of them, which must succeed on a DC 15 Wisdom saving throw or be charmed by the telepath for 1 hour. While the target is charmed in this way, the telepath has a telepathic link with them as long as both are on the same plane of existence.
They can use this telepathic link to issue commands to the target (no action required), which the target does their best to obey. If the target completes an order and doesn't receive further direction from the telepath, they defend and preserve themself to the best of their ability.
The telepath can use an action to take total and precise control of a charmed target. Until the end of the telepath's next turn, the target takes only the actions the telepath chooses, and doesn't do anything else. During this time, the telepath can also cause the target to use a reaction, but this requires the telepath to use their reaction as well.
Each time the target takes damage, they make a new Wisdom saving throw. If the saving throw succeeds, the charmed condition ends.
Reactions
When the telepath is damaged by a creature they can see within 60 feet of them, they force the creature to make a DC 15 Wisdom saving throw.
The target takes 13 (2d12) psychic damage on a failed save, or half as much damage on a successful one.