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Jagladine Psi-surgeon

Medium monstrosity, neutral evil

Armor Class 19 (synth surgeon’s apron) Hit Points 338 (45d8 + 135)
Speed 30 ft., climb 20 ft.

STR DEX CON INT WIS CHA
12 (+1) 16 (+3) 16 (+3) 20 (+5) 17 (+3) 11 (+0)

Saving Throws Dex +9, Con +9, Wis +9, Cha +6
Skills Nature +11, Medicine +8
Damage Immunities poison
Condition Immunities disease, poisoned
Senses darkvision 60 ft., passive Perception 12
Languages Common, Deep Speech, Jagladine, Ultari
Challenge 18 (20,000 XP)

SPECIAL TRAITS

  • Combat Psychic. The psi-surgeon’s telepathic awareness allows him to detect all creatures within 60 ft. as if he had blindsight, and as a bonus action or reaction he can read the surface thoughts of one creature he chooses, granting him advantage on his next attack roll against that creature. The psi-surgeon cannot sense creatures with Intelligence of 1 or that are using a mind blank spell or similar effect.
  • Intuitive Naturalist. The psi-surgeon is proficient in Intelligence (Nature) and Wisdom (Medicine).
  • Jagladine Traits. The psi-surgeon has all the traits of jagladine.
  • Sneak Attack (1/Turn). The psi-surgeon deals an extra 28 (8d6) damage when he hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally that isn’t incapacitated and the psi-surgeon doesn’t have disadvantage on the attack roll.

ACTIONS

  • Multiattack. The psi-surgeon makes four mindfeeder shortsword attacks.
  • Mindfeeder Shortsword. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage, and the target must make a DC 18 Constitution saving throw, taking 24 (7d6) psychic damage on a failed save, or half as much damage on a successful one, from the deathblade poison applied to the blade. On a critical hit, the weapon deals maximum damage and the psi-surgeon’s psychic surgery recharges and may be used as a bonus action.
  • Alchemical Barrage (Recharge 5-6). The jagladine genetic surgeon makes two attacks, choosing any combination of acid jar, caustic glue, and stink bomb.
  • Acid Jar. The psi-surgeon selects a point up to 60 feet away, each creature within 10 feet of the acid jar must make a DC 15 Dexterity saving throw, taking 24 (7d6) acid damage on a failed save or half as much damage on a successful one, and each creature adjacent to the target takes 2 acid damage.
  • Caustic Glue. The psi-surgeon selects a point up to 60 feet away, each creature within 10 feet of the caustic glue must make a DC 18 Dexterity saving throw, taking 24 (7d6) acid damage and is slowed (as the slow spell) for 1 minute on a failed save or half as much damage and not slowed on a successful one.
  • Stink Bomb. The psi-surgeon selects a point up to 60 feet away, each creature within 20 feet of the stink bomb must make a DC 18 Constitution saving throw or have disadvantage on all attack rolls and saving throws. The gas persists in the area until the start of the jagladine’s next turn. Any creature entering or starting in the area not affected by the stink bomb must also make a save to avoid the effects. Jagladine is immune to this effect.
  • Psychic Surgery (Recharge 5-6). The psi-surgeon makes two attacks, choosing any combination of mental feedback, steal health, and dominating ego whip.
  • Dominating Ego Whip. The psisurgeon selects a target up to 100 feet away, the target must make a DC 19 Intelligence saving throw, taking 24 (7d6) psychic damage on a failed save and becoming dominated (as the spell of the appropriate type – dominate beast, dominate person, or dominate monster) or half as much damage and are not dominated on a successful one.
  • Mental Feedback. The psi-surgeon selects a point up to 60 feet away, each creature within 10 feet of that point must make a DC 19 Intelligence saving throw, taking 24 (7d6) psychic damage on a failed save and are stunned until the end of the psi-surgeon’s next turn or half as much damage and are not stunned on a successful one.
  • Steal Health. Each creature within 10 feet of the psi-surgeon must make a DC 19 Constitution saving throw, taking 24 (7d6) necrotic damage on a failed save, or half as much on a successful one, and the psi-surgeon heals for the same amount.

REACTIONS

  • Psychic Dodge. When attacked by a creature he can perceive with his Combat Psychic ability, the psi-surgeon can use a reaction to give that creature disadvantage on all attack rolls it makes against the psi-surgeon until the end of the psisurgeon’s next turn. The psi-surgeon also gains advantage on all saving throws against effects used by that creature.
Section 15: Copyright Notice
Legendary Planet Adventure Path (5E) © 2020, Legendary Games; Authors: Matt Goodall, Jim Groves, Steven T. Helt, Tim Hitchcock, Jason Nelson, Richard Pett, Tom Phillips, Mike Shel, Neil Spicer, Mike D. Welham