Psychic, Weak

Medium humanoid, any alignment

Armor Class 16
Hit Points Henchman
Speed 30 ft.

STR DEX CON INT WIS CHA
13 (+1) 14 (+2) 12 (+1) 12 (+1) 14 (+2) 15 (+2)

Saving Throws Wis +4, Cha +4
Skills Persuasion +4
Senses passive Perception 14
Languages Terran
Challenge 1 (200 XP)

SPECIAL TRAITS

ACTIONS

  • Psionic Punch. Melee or Ranged Power Attack: +4 to hit, reach 5 ft. or range 30/60, one target. Hit: 7 (1d10 + 2) psychic damage.
  • Psionic Disorientation (Recharge 5-6). The psychic releases psionic energy or verbal command to disorient up to three creatures of its choice that it can see within 60 feet. Each creature must make a DC 12 Charisma saving throw. On a failure, when the creature makes an attack roll or a saving throw before the end of the psychics next turn, the target must roll a d4 and subtract the number rolled from the attack roll or saving throw.

ABOUT

Weak psychics are just discovering their mental prowess. They have yet to develop them into a reliable and powerful tool. They are limited to moving small objects with their mind and disorienting their foes.

Section 15: Copyright Notice

Capes and Crooks, Copyright 2021, Crit Academy Studios Capes and Crooks. © 2020 Crit Academy Studios; Author: Justin Handlin

This is not the complete license attribution - see the full license for this page