Medium Humanoid, Lawful Neutral
Armor Class 26 (psychic defenses, Cloak of Protection, Bracers of Defense)
Hit Points 540 (40d20 + 140)
Speed 60 ft., Walk 30 ft.
STR
14 (+2)
DEX
16 (+3)
CON
24 (+7)
INT
30 (+10)
WIS
16 (+3)
CHA
16 (+3)
Saving Throws DEX +11, CON +15, INT +18, WIS +11
Skills Arcana +18, Perception +11
Damage Resistances Force, Psychic; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Damage Immunities Lightning
Condition Immunities Blinded, Charmed, Frightened, Poisoned, Unconscious
Senses Darkvision 60 ft, Passive Perception 18
Languages Abyssal, Draconic, Elvish, Halfling, Infernal, Primordial, Telepathy 120 ft.
Challenge 27 (105,000 XP)
Proficiency Bonus +8
Traits

Boiling Blood. Atrenu carries a deep seated rage against those who wronged him. When initiative is rolled, he gains a rampage die. This die is a d6, and increases by one step each turn he deals damage, up to a d12. Once per turn, when he rolls damage, he may roll this die and add it to his damage dealt. If he deals no damage during one of his turns, or becomes incapacitated, it reverts to a d6. Also, when he is reduced to zero hit points, he rolls his rampage die and adds his Constitution modifier to the result. If the result is higher than the excess damage of the attack, he is instead reduced to one hit point. He can expend 2 psi points to roll another rampage die and add it to this result.

Spellcasting (Psionics). Atrenu is a 20th-level spellcaster. His spellcasting ability is Intelligence (spell save DC 26, +18 to hit with spell attacks).

As opposed to other spellcasters, Atrenu is a Psion. He does not have spell slots; rather, he has Psi points that he can expend to cast various spells and amplify his powers. Atrenu has 30 Psi points, which he may use on the following abilities (following normal spellcasting rules):


Cantrips (at will, following rules for Psionic Mastery (3 points)): astral construct, denial, enhancing surge, lightning blast, phase rift, seeing, telekinetic force, thaumaturgy, telekinetic weapons, telepathic intrusion 


1st level (1 Psi point): arc flash, fission, thunderwave, jump, catapult, compelled query, command, cause fear , heroism, longstrider, unlocked potential, expeditious retreat, flicker, zephyr strike, detect good and evil, identify, future insight, protection from good and evil.

2nd level (2 Psi points): ball lightning, bolting, dust devil, levitate, shatter, psychic drain, detect thoughts, mind spike, suggestion, alter self, enlarge/reduce, lesser restoration, misty step, blur, pass without trace, augury, glimpse the future, locate object, nullify effect,

3rd level (3 Psi points): fly, erupting earth, fireball, lightning bolt, delve mind, fear, enemies abound, catnap, haste, fear, clairvoyance, dispel magic, counterspell, remove curse, blink, nondetection, thunderstep.

4th level (4 Psi points): otiluke's resilient sphere, tempest, wall of lightning, dominate beast, compulsion, confusion , freedom of movement, stoneskin, death ward, divination, banishment, dimension door.

5th level (5 Psi points): animate objects, wall of force, telekinesis, nova burst, thoron, dominate person, modify memory, telepathic bond, synaptic static, psionic storm, greater restoration, skill empowerment, legend lore, scrying, dispel evil and good, far step, steel wind strike.

1/day each: disintegrate, Zehlein's Investiture of the Archon, crown of stars, teleport, dominate monster, feeblemind, foresight, Zehlein's genetic unraveling

 

Legendary Resistance (3/day).: If Atrenu would fail a saving throw, he can choose to succeed instead.

Limited Magic Resistance. Unless he chooses to be affected, Atrenu is immune to spell effects of 5th level or lower. If the caster also has the Psionics feature or is also a Psion, this trait is nullified.

Actions

Psychic Power. Atrenu uses one of his Psychic powers, detailed below.

Kinetic Slam. Ranged Spell Attack: +18 to hit, reach 60 ft., 1 target. Hit: 34 (4d10 + 10) bludgeoning damage, and the target must make a DC 26 Strength saving throw or be knocked prone or thrown 25 feet in a direction of Atrenu's choice. 

Lightning Blast. Ranged Spell Attack: +18 to hit, range 30 ft., 1 target. Hit: 34 (4d10 + 10) lightning damage. A bolt of lightning then arcs to another creature within 20 feet of the original target, requiring another attack roll. Hit: 24 (4d6 + 10) lightning damage.

Mind Thrust. Ranged Spell Attack: +18 to hit, reach 60 ft., 1 target. Hit: 30 (4d8 + 10) psychic damage, and the target has disadvantage on attacks made against Atrenu until the start of his next turn. He can choose to deal no damage with this attack. 

Telekinetic Weapons. Atrenu mentally hurls up to four weapons within 15 feet of him that aren't being worn or carried, or are otherwise under his control. Ranged Spell Attack: +18 to hit, reach 15/30/60 ft. (depending on if the weapon has the heavy/special property, no properties, or the light property, respectively), 1 target per weapon. Hit: The weapon's normal damage dice plus 10 (Atrenu's Intelligence modifier).

Mindcleaver, the Blackened Blade. Atrenu hurls his personal sword towards a target within 30 feet. Ranged Spell Attack: +18 to hit, reach 30 ft., 1 target. Hit: 17 (1d8 + 1d4 + 10) slashing damage, and the target must make a DC 18 Intelligence saving throw. On a failure, the target's Intelligence score is reduced by one and Atrenu's Intelligence score is increased by one.

Reactions

Precise Power. As a reaction to a ranged attack made against him or a target within 60 feet of him, Atrenu can add or subtract 2d4 from the attack roll.

Absorb Elements. Atrenu can channel his psychic abilities to replicate elemental effects. When Atrenu takes acid, cold, fire, lightning or thunder damage, he can use his reaction to gain resistance to the triggering damage type until the end of his next turn. Additionally, the next time he makes a melee attack on his next turn, his attack deals an additional 1d6 damage of the absorbed damage type.

Shield. When Atrenu would be hit with an attack, he can use his reaction to raise a psychic shield. When he does this, his AC increases by 5 until the start of his next turn.

Legendary Actions

Atrenu can take up to 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time, and only at the end of another creature's turn. Atrenu regains spent legendary actions at the start of his turn.

Move. Atrenu moves up to his speed without provoking opportunity attacks.

Psychic Power. Atrenu uses one of his Psychic Powers.

Shockwave (Costs 2 Actions). Atrenu unleashes a burst of telekinetic force in all directions. Each creature within 30 feet of him is pushed 5 feet back and must succeed on a Strength saving throw or take 8d6 bludgeoning damage and be knocked prone. A creature that succeeds takes half damage and is not prone.

Description

Psychic Talents: Atrenu has ten Psionic Talents, detailed below:

Aura Sight: As an action, Atrenu can sense whether a creature is under the influence of magic or psionics and, if so, what school. If he targets a shapeshifter or disguised creature, they must make a Deception check against his spell save DC or have their true nature revealed to him.

Kinetic Slam: When Atrenu uses Telekinetic Force, rather than have the target make a Strength save, he can instead make an attack roll against their AC. On a hit, the target suffers the same effect. Atrenu can only use the Hammering Modifier when using Kinetic Slam.

Mental Might: Atrenu can use his Intelligence modifier when making an Athletics check,  including when attempting to grapple a creature. He can attempt to grapple a creature from up to 30 feet away. Maintaining this grapple requires concentration.

Perfect Focus: Atrenu can concentrate on two spells simultaneously. While doing so, his movement speed is reduced to 10 ft. (hover), he suffers a -5 penalty to all concentration checks, and if he should fail by 5 or more, he loses concentration on both spells.

Precise Power: As a reaction to a ranged attack being made against himself or a target within 60 feet of him, Atrenu may expend a psi point to add or subtract 2d4 from the attack roll.

Potent Psionics: When a creature succeeds a save against Atrenu's psychic powers, they still take half damage but suffer no other effects.

Psychic Defences: While Atrenu wears no armor or shield, his AC is equal to 13 + his Intelligence modifier.

Schism: When Atrenu uses his action on his turn to use a psychic power or cast a spell, he may expend one psi point to use a psychic power as a bonus action. The two abilities share Atrenu's Psi limit.

Telekinetic Weapons: Atrenu gains the ability to hurl weapons as projectiles at his enemies. He gains the Telekinetic Weapon psychic power. 

Visionary Sight: Atrenu can sense creatures by their minds. He has a mindsight of 30 feet, allowing him to sense creatures with an intelligence of 6 or higher as if by blindsight. They can still be hidden from him, but attacks from such creatures do not gain advantage against him. He can also use his Intelligence modifier to make Perception checks to detect creatures.

Psionic Mastery: Atrenu gains 3 Psi points at the start of his turn. These Psi points can be used to amplify his psychic powers, but not to cast spells. If they go unused by the end of his turn, they are lost. Atrenu gains 3 more Psi points to be used in this manner at the start of each of his turns.

Lair and Lair Actions

Enter a description of your monster's lair here.

Lair Actions

On initiative count 20 (losing initiative ties), Atrenu takes a lair action to cause one of the following effects. He can’t use the same effect two rounds in a row:

  • Atrenu connects to the psychic crystal crafter for his personal study and uses his psychic senses to determine the exact location of everyone in his lair. Until the end of his next turn, no creature can be hidden from Atrenu, nor can they attempt to be obstructed from him. 
  • Atrenu summons a malicious psychic wavelength to disrupt his enemies: all creatures in his lair must make a DC 24 Wisdom saving throw or be impaired until the start of their next turn. (Impaired: Creature's movement is halved, and can take a bonus action or a reaction, not both. Also, if their action requires a roll of any sort, it must be made at disadvantage.)
  • Atrenu's study, carefully crafted to be welcoming to Psionic creatures, seemingly begins to resent anything that is not Psionic. All creatures in Atrenu's lair that do not have the Psionic trait must make a DC 23 Intelligence saving throw. On a failure, through their next turn, whenever a creature must make a roll, they must roll a d10 and subtract the result from their roll.

 

Previous Versions

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6/12/2021 4:49:48 AM
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Atrenu

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