Creature Sense. The controller is aware of the presence of creatures within 100 feet of it that have an Intelligence score of 5 or higher. It knows the distance and direction to each creature, as well as each one's intelligence score, but can't sense anything else about it. A creature protected by a mind blank spell, a nondetection spell, or similar magic can't be perceived in this manner.
Psychic Field. At the end of each creature’s turn, if it is within 30 feet of the controller and the controller can see it, the creature must make a DC 16 Intelligence saving throw. On a failed save, the creature has disadvantage on attack rolls and ability checks until the end of its next turn.
Innate Spellcasting(Psionics). The controller's spellcasting ability is Intelligence (spell save DC 16). The controller can innately cast the following spells, requiring no material components:
At will: minor illusion, command, silent image
3/day each: fear, enemies abound, detect thoughts
1/day each: major image, dominate person
Punch. Melee Weapon Attack: +0 to hit, reach 5 ft., one target. Hit: 2 (1d4) bludgeoning damage.
Psychic Bolt. The controller targets one creature it can see within 60 feet of it and magically unleashes a blast of psychic energy. The target must make a DC 16 Intelligence saving throw, taking 22 (4d8+4) psychic damage on a failed save, or half as much damage on a successful one.
Lair and Lair Actions
A controller's lair may be abandoned mines, empty caves or anywhere dark where it can feast on the flesh of its victims. It rarely heads outside, only to mind control victims into submission and drag them back into their lair to make them either their next meal or a zombified guard that protects its layer.
Regional Effects
The region containing the controller's lair has no physical change, only the lingering trace of its psychic power. Which creates one or more of the following effects:
- Humanoid creatures that die by the controller's psychic bolt return as a zombie.
- Hallucinations of beasts appear and charge at the intruders, only to disappear just as they attack.
- Incoherent chanting can be heard echoying across the lair, getting only louder the closer the controller is.
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