Medium Aberration, Typically Lawful Evil
Armor Class 16
Hit Points 91 (14d8 + 28)
Speed 30 ft., fly 30 ft.
STR
10 (+0)
DEX
16 (+3)
CON
14 (+2)
INT
19 (+4)
WIS
15 (+2)
CHA
14 (+2)
Saving Throws CON +5, INT +7, WIS +5
Skills Arcana +7, Deception +5, Insight +5, Perception +5, Persuasion +5, Stealth +6
Damage Resistances Bludgeoning
Senses Darkvision 120 ft., Passive Perception 15
Languages Deep Speech, Telepathy 120 ft., Undercommon
Challenge 7 (2,900 XP)
Proficiency Bonus +3
Actions

Multiattack. The voiceless talker manifests a power and makes one Tentacle or Psionic Pistol attack.

Tentacle. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 15 (2d10 + 4) psychic damage, and if the target is Large or smaller, they are grappled (escape DC 15).

Psionic Pistol. Ranged Weapon Attack: +7 to hit, range 80/320 ft., one target. Hit: 15 (2d10 + 4) force damage.

Memory Thief (4th-Order Power). The voiceless talker psionically plunders the mind of a creature they can see within 30 feet of them. The target must make a DC 15 Intelligence saving throw. On a failed save, the target takes 22 (4d10) psychic damage, and until they finish a long rest or die, their proficiency bonus is cumulatively lowered by 1 and the voiceless talker gains a cumulative +2 bonus to damage rolls. On a successful save, a target takes half as much damage and doesn’t have their proficiency bonus reduced.
A creature whose proficiency bonus drops to 0 can’t form new thoughts or speak, and they have disadvantage on ability checks, attack rolls, and saving throws.

Flay (3/Day; 5th-Order Power). The voiceless talker shoots forth a 15-foot cone of pure psionic energy. Each creature in the area must make a DC 15 Intelligence saving throw, taking 28 (8d6) psychic damage on a failed save, or half as much damage on a successful one.

Guise (3rd-Order Power). The voiceless talker projects a psionic image over their body, transforming their appearance for 1 hour into that of a Medium creature they have seen.
When they manifest this power, they can also change the appearance of any equipment they carry for the duration.
The changes wrought by this power fail to hold up to physical inspection. A creature can use an action to inspect the voiceless talker’s appearance and make a DC 15 Intelligence (Investigation) check, noticing the image is a projection on a success.

Reactions

Brain Drain. When a creature grappled by the voiceless talker makes a saving throw against one of the voiceless talker’s powers, the voiceless talker momentarily weakens the creature and the creature has disadvantage on the saving throw.

Description

Taken from Flee, Mortals!

Previous Versions

Name Date Modified Views Adds Version Actions
12/9/2023 3:33:42 AM
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