Cybernetic Enhancements. Amanita’s melee attacks count as magical and deal an extra 1d8 force damage. She has advantage on saving throws against being grappled or restrained.
Kinetic Feedback (Recharge 6). When Amanita is hit by a melee attack, she can release stored kinetic energy. The attacker takes 14 (4d6) force damage.
Force Amplification Core. Amanita adds +2 to all damage rolls with spells or weapon attacks that deal force damage.
Spellcasting. Amanita is a 10th-level spellcaster (Spell Save DC 18, +10 to hit with spell attacks). Her spellcasting ability is Intelligence.
Multiattack.
Amanita makes two Psionic Blade attacks, or casts a spell and makes one Psionic Blade attack.
Psionic Blade (Melee Weapon Attack).
+10 to hit, reach 10 ft., one target.
Hit: 14 (2d8 + 4) slashing + 9 (2d8) force damage.
Warping Slam (Recharge 4–6).
Amanita channels pure force energy into the ground, creating a concussive blast.
Each creature in a 20-foot radius must make a DC 18 Strength save or take 27 (6d8) force damage and be knocked prone. On success, half damage and no prone.
Spellcasting.
Amanita is a 10th-level spellcaster (Spell Save DC 18, +10 to hit with spell attacks). Her spellcasting ability is Intelligence.
Spell List (force and mobility-focused):
At-Will: eldritch blast (force damage only), mage hand
1st (4 slots): shield, magic missile
2nd (3 slots): misty step, blur
3rd (3 slots): counterspell, blink
4th (3 slots): dimension door, resilient sphere
5th (2 slots): wall of force, telekinesis
Phase Step (Recharge 5–6). Amanita teleports up to 30 ft. The next melee attack before the end of her turn deals an extra 14 (4d6) force damage.
Force Overload. Amanita floods her cybernetic implants with energy, granting her advantage on melee attack rolls until end of turn, but she takes 10 force damage at end of that turn.
Force Deflection. When hit by an attack, Amanita adds +4 AC to that attack, possibly causing it to miss.
LEGENDARY ACTIONS (2 per round)
-
Force Slash. Makes one Psionic Blade attack.
-
Shock Pulse (Costs 2). Emits a 10-ft. force burst. All creatures in range must succeed on a DC 18 Strength save or take 13 (3d8) force damage and be pushed 10 ft.
Comments