Psychic Defense. The Kadabra's AC includes its intelligence modifier.
Levitate. As a bonus action, the Kadabra can psychically levitate, reducing its speed to 0 feet but giving itself a flying speed of 30 feet. It cannot fly higher than 5 feet off of the ground and must concentrate on this levitation as if concentrating on a spell.
Magic Guard. The Kadabra has advantage on saving throws against spells and other magical effects.
Innate Spellcasting (Psionics). The Kadabra's innate spellcasting ability is intelligence. It can innately cast the following spells, requiring no components:
At will: Misty Step, Feather Fall, Levitate
3/day: Detect Thoughts, Hold Person
3/day: Confusion, Shield Telekinesis
Multiattack. The Alakazam targets two different creatures with Confusion.
Confusion. The Alakazam subjects a creature within 60 feet of itself to a mild psychic attack. The targeted creature must succeed on a DC 20 Intelligence saving throw or take 21 (6d6) psychic damage.
Psychic. The Alakazam subjects a creature within 60 feet of itself to a powerful psychic attack. The targeted creature must make a DC 20 Intelligence saving throw, taking 45 (10d8) psychic damage on a failure or half as much on a success. A creature that fails the saving throw is also stunned for 1 round. An affected creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Psybeam (Recharge 5-6). The Alakazam emits a psychedelic beam of alpha waves in a 90-foot line that is 5 feet wide. Each creature in that area must make its choice of a DC 20 Dexterity or Intelligence saving throw, taking 63 (18d6) psychic damage on a failure or half as much on a success.
Kinesis. The Alakazam bends its silver spoon emitting an invisible burst of alpha waves in a 60-foot cone. Each creature in that area must succeed on a DC 20 Intelligence saving throw or have disadvantage on attack rolls and ability checks for 1 minute. An affected creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Recover (Recharge 6). As a bonus action, the Alakazam makes a DC 18 Intelligence check to focus its alpha waves and psychically stimulate its body into healing itself. It regains 33 (4d8 + 15) hit points on a successful checks or half as much on a failed one.
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