Irresistible Offense. All damage done by Jessica bypasses all forms of damage resistance and damage immunity.
Irresistible Charm. Jessica's charm effects bypass all forms of Charm Immunity. If a creature is successfully charmed by Jessica's Irresistible Voice action for longer than 24 hours, the creature is permanently charmed until Jessica deactivates the effect. Furthermore, a creature charmed by Jessica does not repeat the saving throw when it takes damage from Jessica or one of her allies, or when ordered to attack itself or an ally.
A creature charmed by Jessica gains the following Reaction:
- Protection Protocol. When an ally the charmed unit can see within 60 feet of it is targeted by an attack, the charmed unit can use one Reaction to magically swap places with the ally. The charmed unit becomes the target of the attack instead.
Eldritch Resistance (10/Day). If Jessica fails a saving throw, she can choose to succeed instead.
Abyssal Sustenance. Jessica does not require air or to breathe.
Head Leader of the Hivemind. Any creature that is a Beholder and/or a Mind Flayer within 1 mile of Jessica is permanently under her control and regards her as their Goddess. This effect persists even if the creature leaves the range.
All-Seeing Psyche. Jessica is immune to the surprised condition. While a creature is within her Telepathy range (240 ft.), Jessica can choose to read its surface thoughts, examine all of its memories (past to present), and always knows its current location.
Unassailable Mind. Jessica is immune to any effect that would cause her to lose or reduce her ability scores (such as the Feeblemind spell).
Non-Euclidean Madness. A creature that starts its turn within 240 feet of Jessica must succeed on a DC 30 Wisdom saving throw or gain short-term madness for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature’s saving throw is successful or the effect ends for it, the creature is immune to this ability for the next 24 hours.
Palingenesis. When Jessica is reduced to 0 hit points or killed, only his physical shell is destroyed. She will reform at a later point.
Ageless Will. Jessica does not physically age unless she willingly chooses to allow it and can choose to age herself and de-age at will.
Psychic Fortitude. Jessica regains 100 hit points at the start of her turn.
Mental Monster. Jessica deals double damage to anyone with an intelligence of 8 or higher.
Magic Resistance. Jessica has advantage on saving throws against spells and other magical effects.
Magic Weapons. Jessica's attacks are treated as +5 weapons.
Aura of the Grave. While any hostile creature is within 30 feet of Jessica, that creature cannot regain hit points, and any creature that dies within this aura rises as a zombie under Jessica's control at the start of Jessica's next turn. These zombies are permanent and do not count against any limit to the number of undead she can control.
Overwhelming Collapse. Those who are close to Jessica who stare at her eyes who are 10 feet or closer immediately collapse becoming prone and incapacitated. Blind creatures are immune to this. Once you are out of range of this effect, at the end of your turn, you can make a DC 30 Charisma save to snap out of incapacitation.
Aberrant Fortitude. Jessica has advantage on saving throws against becoming Grappled or restrained.
Irresistible Voice. Jessica's voice is magically enchanting. Any Charisma (Persuasion) or Charisma (Deception) check the creature makes automatically succeeds against any creature that can hear it.
Spellcasting: Jessica is a 20th-level spellcaster. Her spellcasting ability is Charisma (spell save DC 30, +22 to hit with spell attacks). Jessica knows all sorcerer spells. She can cast sorcerer spells of 7th level or lower at will, without expending spell slots or requiring material components. She has seven 8th-level spell slots and five 9th-level spell slots.
- Cantrips (at will): Acid Splash, Blade Ward, Booming Blade, Chill Touch, Control Flames, Create Bonfire, Dancing Lights, Fire Bolt, Friends, Frostbite, Green-Flame Blade, Guidance, Gust, Infestation, Light, Lightning Lure, Mage Hand, Magic Stone, Message, Mind Sliver, Minor Illusion, Poison Spray, Prestidigitation, Ray of Frost, Resistance, Sacred Flame, Shape Water, Shocking Grasp, Sword Burst, Thaumaturgy, Thunderclap, Toll the Dead, True Strike
- 1st Level (at will): Absorb Elements, Burning Hands, Catapult, Charm Person, Chromatic Orb, Color Spray, Comprehend Languages, Detect Magic, Disguise Self, Earth Tremor, Expeditious Retreat, False Life, Feather Fall, Fog Cloud, Ice Knife, Jump, Mage Armor, Magic Missile, Ray of Sickness, Shield, Silent Image, Sleep, Snare, Tasha's Caustic Brew, Thunderwave, Witch Bolt
- 2nd Level (at will): Aganazzar's Scorcher, Blindness/Deafness, Blur, Cloud of Daggers, Crown of Madness, Darkness, Darkvision, Detect Thoughts, Dragon's Breath, Earthbind, Enhance Ability, Enlarge/Reduce, Flame Blade, Gentle Repose, Gust of Wind, Hold Person, Invisibility, Knock, Levitate, Magic Weapon, Melf's Acid Arrow, Mirror Image, Misty Step, Nystul's Magic Aura, Phantasmal Force, Pyrotechnics, Ray of Enfeeblement, Rope Trick, Scorching Ray, See Invisibility, Shadow Blade, Shatter, Silence, Suggestion, Web
- 3rd Level (at will): Ashardalon's Stride, Blink, Catnap, Clairvoyance, Counterspell, Dispel Magic, Draconic Transformation, Elemental Weapon, Fear, Fireball, Fly, Gaseous Form, Haste, Hypnotic Pattern, Intellect Fortress, Lightning Bolt, Major Image, Melf's Minute Meteors, Protection from Energy, Sending, Sleet Storm, Slow, Spirit Shroud, Stinking Cloud, Telepathic Bond, Thunder Step, Tongues, Vampiric Touch, Water Breathing, Water Walk
- 4th Level (at will): Banishment, Blight, Charm Monster, Confusion, Control Water, Dimension Door, Dominate Beast, Evard's Black Tentacles, Fire Shield, Greater Invisibility, Hallucinatory Terrain, Ice Storm, Leomund's Secret Chest, Mordenkainen's Private Sanctum, Otiluke's Resilient Sphere, Phantasmal Killer, Polymorph, Shadow of Moil, Sickening Radiance, Stoneskin, Storm Sphere, Summon Aberration, Wall of Fire
- 5th Level (at will): Animate Objects, Bigby's Hand, Cloudkill, Cone of Cold, Control Winds, Creation, Dominate Person, Dream, Enervation, Far Step, Hold Monster, Immolation, Insect Plague, Legend Lore, Mass Suggestion, Modify Memory, Passwall, Planar Binding, Rary's Telepathic Bond, Scrying, Seeming, Telekinesis, Teleportation Circle, Transmute Rock, Wall of Force
- 6th Level (at will): Arcane Gate, Chain Lightning, Circle of Death, Create Undead, Disintegrate, Drawmij's Instant Summons, Eyebite, Flesh to Stone, Globe of Invulnerability, Mass Suggestion, Mental Prison, Move Earth, Otiluke's Freezing Sphere, Programmed Illusion, Scatter, Sunbeam, Tasha's Otherworldly Guise, True Seeing, Wall of Ice
- 7th Level Sorcerer Spells (at will for Jessica): Delayed Blast Fireball, Dominate Monster, Etherealness, Fire Storm, Plane Shift, Prismatic Spray, Reverse Gravity, Teleport
- 8th Level (7 slots): Abi-Dalzim's Horrid Wilting, Antipathy/Sympathy, Control Weather, Dominate Monster, Earthquake, Feeblemind, Glibness, Incendiary Cloud, Maze, Mind Blank, Power Word Stun, Sunburst, Telepathy
- 9th Level (5 slots): Astral Projection, Gate, Imprisonment, Mass Polymorph, Meteor Swarm, Power Word Kill, Prismatic Wall, Psychic Scream, Shapechange, Time Stop, True Polymorph, Weird, Wish
Multiattack. Jessica uses her Otherworldly Gaze. She then makes four attacks: two with her wings and two with her claws, or two with her tentacles and two with her claws.
- Claw. Melee Weapon Attack: +22 to hit, reach 35 ft., one target. Hit: 307 (54d10 + 20) slashing damage.
- Tentacles. Melee Weapon Attack: +22 to hit, reach 40 ft., one target. Hit: 246 (43d10 + 20) bludgeoning damage. If the target is a creature, it is grappled (escape DC 30). If the target is Huge or smaller, it is also restrained until this grapple ends. While grappling the target, Jessica has advantage on attack rolls against it. Jessica can grapple a maximum of four creatures at a time. When Jessica moves, any Huge or smaller target she is grappling moves with her.
- Void Wing. Melee Weapon Attack: +22 to hit, reach 35 ft., one target. Hit: 252 (44d10 + 20) bludgeoning damage. The target has to succeed on a DC 30 Strength saving throw or be knocked prone.
- Otherworldly Gaze. A creature of Jessica's choice that is within 300 feet of Jessica must make a DC 30 Intelligence saving throw, taking 198 (36d10) psychic damage on a failed save, or half as much damage on a successful one.
- Eldritch Howl (Recharge 4-6). Jessica emits a soul-splintering howl. Each creature in a 120-foot radius around Jessica must make a DC 30 Constitution saving throw, taking 599 (109d10) thunder damage on a failed save, or half as much on a successful one. Each creature also has to make a DC 30 Wisdom saving throw, taking 599 (109d10) psychic damage and be inflicted with a randomly selected long-term madness on a failed save, or half as much damage and not gaining a madness on a successful one.
- Tentacle Lash. Melee Weapon Attack: +22 to hit, reach 10 ft., one target. Hit: 21 (2d10 + 10) necrotic damage, and the target must succeed on a DC 30 Strength saving throw or be knocked prone.
- Abyssal Grasp. Ranged Spell Attack: +22 to hit, range 60 ft., one target. Hit: 28 (4d8 + 10) necrotic damage, and the target is grappled (escape DC 30). If the target is grappled by this attack, Jessica can use a bonus action on subsequent turns to pull the grappled creature up to 30 feet straight towards her.
-
Irresistible Voice. Jessica targets everyone within 60 feet that isn't deafened. Each target must succeed on a Wisdom saving throw (DC 30) or be charmed by Jessica. The charmed creature is permanently charmed by Jessica, even if it is no longer concentrating on this effect, until Jessica uses a Bonus Action to deactivate the effect.
When a charmed creature takes damage from Jessica or one of its allies, the charmed creature can repeat the saving throw, ending the effect on a success.
- Telekinetic Choke and Throw. Jessica targets (up to 7) creatures she can see within 240 feet. The target must succeed on a DC 30 Strength saving throw or become incapacitated and restrained as it is magically choked. While the creature is restrained in this way, it takes 4d10 necrotic damage at the start of each of Jessica's turns unless it does not need to breathe. Jessica can maintain this choke as long as she maintains concentration (as if concentrating on a spell).
- Throw: As part of this action, or as a subsequent action or legendary action, Jessica can choose to violently throw the target up to 240 feet in a straight line. The throw ends the restrained and incapacitated conditions imposed by this ability.
- If the creature hits an object (like a wall or floor), it takes 1d6 bludgeoning damage for every 10 feet it was thrown (up to 24d6).
- If the creature hits another hostile creature, both creatures must make a DC 30 Constitution saving throw. On a failed save, both creatures take the same bludgeoning damage as above, and both are knocked prone and incapacitated until the end of their next turn.
She can create illusions and secretly switch places to one of her illusion clones. These clones function as Simulacrum spells, having half of Jessica's hit points and spell slots. Jessica can have up to 7 Simulacrum clones active at a time.
Misty Step. Jessica can use a bonus action to teleport up to 30 feet to an unoccupied space she can see.
Psychic Assault. Jessica can use a bonus action to unleash a quick burst of psychic energy at one creature she can see within 60 feet. The target must succeed on a DC 30 Intelligence saving throw or take 3d6 psychic damage and cannot cast spells until the end of its current turn.
Quicken Spell. Jessica can use a bonus action to cast a spell that has a casting time of 1 action.
Pull (Grappled). If a creature is grappled by Jessica's Abyssal Grasp, she can use a bonus action to pull the grappled creature up to 30 feet straight towards her.
Jessica can make 3 reactions per turn.
Counterspell. When a creature within 60 feet of Jessica casts a spell, Jessica can use her reaction to try and interrupt it. If the spell is 3rd level or lower, it fails automatically. If the spell is 4th level or higher, Jessica makes an ability check using Charisma (DC 10 +The Spells Level). On a success, the creature's spell fails and has no effect.
When hit she can react and teleport 30 feet away and reduce the attacker's speed by 0 until the end of the attacker's next turn.
Necromantic Shroud. When a creature within 30 feet that Jessica can see takes damage, she can use her reaction to wreathe that creature in shadowy energy. The creature takes an additional 2d8 necrotic damage.
Psychic Parry. When a creature within 30 feet that Jessica can see makes an attack roll against her, she can use her reaction to impose disadvantage on that attack roll. If the attack still hits, Jessica takes half damage from it.
Telekinetic Deflection. When Jessica is hit by a ranged weapon attack, she can use her reaction to attempt to deflect it. She makes a Dexterity saving throw (DC equal to the attacker's attack roll). On a success, the attack deals no damage to her.
Possessive Counter. When Jessica is targeted by an attack, she can use one Reaction to attempt to charm and possess the attacker, provided the attacker is within 60 feet of her. The attacker must make a DC 30 Wisdom saving throw.
On a failed save: The creature is charmed by Jessica. Jessica ignores this creature's Charm Immunity (due to her Irresistible Charm trait). Jessica immediately takes control of the charmed creature's mind and body for the duration, causing the creature to:
Stop the attack targeting Jessica.
Use its reaction (if available) to make one melee attack against one of its allies, or against itself if no allies are within range.
On a successful save: The creature is immune to this specific use of the Possessive Counter until the end of its next turn, and the attack proceeds as normal.
Jessica can take 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. Jessica regains spent legendary actions at the start of his turn.
Attack. Jessica makes one claw attack, one wing attack, or one tentacle attack.
Rage (Costs 2 Actions). Jessica can use Eldritch Howl if it is recharged. (Must Roll for Recharge on your turn)
Unspeakable Horror (Costs 3 Actions). Jessica consumes the soul of an unconscious creature within 120 feet of her that she can see. The creature dies and cannot be resurrected except via a wish spell or until Jessica chooses to release its soul or until his physical form is destroyed.
Psychic Bolt (Costs 1 Action). Jessica unleashes a bolt of pure psychic energy. One creature she can see within 60 feet must make a DC 30 Intelligence saving throw, taking 4d10 psychic damage on a failed save, or half as much on a successful one.
Mental Intrusion (Costs 2 Actions). Jessica probes the mind of one creature she can see within 60 feet. The target must succeed on a DC 30 Wisdom saving throw or Jessica learns one fact of its choosing about the target (including its current hit points, spell slots, or vulnerabilities). On a failed save, the target also has disadvantage on the next attack roll, saving throw, or ability check it makes before the end of its next turn.
Necrotic Whispers (Costs 2 Actions). Jessica whispers dark words of power. One creature she can see within 30 feet must make a DC 30 Constitution saving throw, taking 3d8 necrotic damage and having its hit point maximum reduced by an amount equal to the necrotic damage taken on a failed save. This reduction lasts until the creature finishes a long rest.
Telekinetic Shove (Costs 3 Actions). Jessica focuses her psychic power on one creature she can see within 30 feet. The target must succeed on a DC 30 Strength (Athletics) or Dexterity (Acrobatics) check (target's choice) or be moved up to 30 feet in any direction Jessica chooses and knocked prone.
Psychic Leech (Costs 2 Actions). Jessica targets one creature she can see within 60 feet. That creature must make a DC 30 Wisdom saving throw. On a failed save, the creature takes 2d6 psychic damage, and Jessica regains a number of hit points equal to the psychic damage dealt. Additionally, the target's Intelligence or Wisdom score (Jessica's choice) is reduced by 1d4 until it finishes a long rest. This reduction can stack.
Telekinetic Crush (Costs 3 Actions). Jessica focuses her immense psychic power on one creature she can see within 30 feet. The target must succeed on a DC 30 Strength saving throw or have its Strength score reduced by 1d6 until it finishes a long rest. While its Strength is reduced in this way, the target has disadvantage on Strength-based attack rolls, Strength checks, and Strength saving throws. This reduction can stack.
Mind Numbing Gaze (Costs 2 Actions). Jessica focuses her gaze on one creature she can see within 30 feet. The target must make a DC 30 Intelligence saving throw. On a failed save, the target's Intelligence score is reduced by 1d4 until it finishes a long rest. While its Intelligence is reduced in this way, the target has disadvantage on Intelligence-based attack rolls, Intelligence checks, and Intelligence saving throws, as well as any saving throws against spells of the abjuration, illusion, and transmutation schools. This reduction can stack.
Mystic Transformation: Abyssal Unleashed
When Jessica of The Abyss is reduced to 0 hit points, instead of falling unconscious, she undergoes a terrifying transformation into her demo form as a reaction. Her hit points return to their maximum of 7050. For 1 minute, she gains the following benefits:
- She has triple advantage on all attack rolls, ability checks, and saving throws.
- Her spells and abilities ignore any resistances and immunities.
- She gains access to the following Mystic Actions, which she can use instead of her Legendary Actions. She can take 3 Mystic Actions per round, using only one at the end of another creature's turn. She regains any spent Mystic Actions at the start of her turn.
Mystic Actions:
Void Lash (Costs 1 Action). Jessica unleashes a tendril of pure void energy. One creature she can see within 60 feet must make a DC 30 Dexterity saving throw or take 6d12 necrotic damage and be pulled up to 30 feet closer to Jessica.
Abyssal Gaze (Costs 2 Actions). Jessica focuses her gaze, now burning with void light, on one creature she can see within 30 feet. The target must succeed on a DC 30 Wisdom saving throw or be banished to a random plane of existence for 1 minute. At the end of this duration, the creature returns to the space it occupied or the nearest unoccupied space.
Null Zone (Costs 2 Actions). Jessica creates a 20-foot radius sphere of nullifying energy centered on a point she can see within 60 feet. Until the start of her next turn, any spell cast within or into this area automatically fails, and any creature inside the zone has its movement speed halved.
Void Rupture (Costs 3 Actions). Jessica tears a rift in reality. Each creature within a 30-foot radius of a point she can see within 90 feet must make a DC 30 Constitution saving throw, taking 8d10 force damage on a failed save, or half as much on a successful one. The area becomes difficult terrain until the end of Jessica's next turn.
Psychic Void Lance (Costs 2 Actions). Jessica hurls a lance of pure psychic void energy at one creature she can see within 120 feet. The target must make a DC 30 Intelligence saving throw, taking 5d12 psychic damage and becoming stunned until the end of its next turn on a failed save, or half damage on a successful one.
Consume Life Essence (Costs 3 Actions). Jessica reaches out with tendrils of void energy to drain the life force of a creature within 30 feet that she can see. The target must make a DC 30 Constitution saving throw, taking 10d8 necrotic damage and having its hit point maximum reduced by an amount equal to the necrotic damage dealt on a failed save. Jessica regains hit points equal to half the necrotic damage dealt.
Description
Jessica of The Abyss: Sovereign of Shadowed Minds and Whispering Graves
Across the scarred continent of Xylos, a name whispered in fear and awe reigns supreme: Jessica of The Abyss. To those who languish under her psychic dominion, she is a cold and calculating sovereign, a mirror image of benevolent rule twisted into cruel perfection. Her ambition, as vast as the abyssal plane she now claims dominion over, is driven by a deep-seated pettiness, a desire to not only conquer but to utterly master and reshape the world to her exacting, and often whimsical, standards.
The Rise of the Psychic Scourge
Once a prodigy of arcane arts, perhaps even a scion of forgotten royalty (the specifics are lost to the psychic scrubbing she employs against those who delve too deep), Jessica's ascent to power was marked by a ruthless efficiency and an intellect that dwarfed her contemporaries. Like a malevolent ruler, she saw the potential in the world—not for harmonious growth, but for meticulous control. Her early experiments in necromancy led to the swift subjugation of entire provinces, the risen dead forming the tireless legions of her ever-expanding empire.
A Scourge to the Divine Order
Jessica's thirst for dominance has breached the very boundaries of reality and the metaphysical hierarchy. Her power level, already immense, was brutally confirmed by the divine and cosmic figures she casually dismissed. She has successfully hunted down and killed various Tragedies and a few Storytellers, proving her mortal, yet utterly superior, intellect can dismantle even the highest-tier custodians of reality. This audacity, and her success, cemented her as a prime cosmic threat, a mortal who refuses to stay in her lane.
The Conquest of Cosmic Horror
Her greatest act of dominance, however, was not against a rival kingdom or even a god, but against the sheer void of the Far Realm. Drawn by whispers of immense psychic energies that pulsed within, Jessica ventured into realms that shattered the sanity of lesser minds. It was there, in the crushing void between stars, that she confronted and, impossibly, destroyed her version of the slumbering titan Cthulhu. Stealing the cosmic power and the very fabric of that alien domain, she reshaped it into her personal abyss, a testament to her unparalleled psychic might. This act not only cemented her status as arguably the most powerful psychic being in existence but also earned her the final, terrifying obedience of the Far Realm's greatest threats. The mind flayers, creatures of nightmare in their own right, fell swiftly under her sway. Their intricate hive minds, once resistant to external influence, became extensions of her own formidable intellect. They now serve as the enforcers of her will, their psychic tendrils weaving a web of control that keeps Xylos in perpetual subjugation.
Agents of Control
Her relentless pursuit of dominion led to the creation of two horrifying new methods of mass control:
-
The Plague of Voice: Utilizing ancient knowledge she claimed from her conquest, Jessica engineered a targeted bioweapon. This plague, called the "Plague of Voice," specifically infects anyone who speaks the Common language and spreads only through that language. Victims gain black spots and experience a slow, nearly uncurable deterioration similar to the exhaustion effect, dying within 7-14 days. It is a biological tool of tyranny that makes communication itself a death sentence, ensuring that fear and silence rule her domain.
-
The Neurax Strain: To guarantee the absolute loyalty of her troops and subjects, Jessica successfully engineered a version of the Neurax Worm. People infected and under that parasite's control lose all free will and are bound to obey her every command, turning vast populations into mindless, obedient thralls.
Twisted Lineages
Even the ancient curse of vampirism bent to her will. Through arcane experimentation and the sheer force of her psychic power, she twisted their very essence, birthing a new lineage: the Psychic Vampires. These creatures, bound to her psychic network, feed not only on blood but also on the very thoughts and will of their victims, further solidifying Jessica's mental grip on the populace. They are her own adopted and created clan, a sinister family that ensures her control never wanes.
The Night-Walker's Fear
Jessica's most feared moment was a display of sheer, malicious power that transcended her home plane. From her abyssal domain, she unleashed her shadow to cast intense nightmares upon the entire multiverse. Every thinking creature, across every plane of existence, found their rest stolen and their dreams replaced with the twisted, terrifying visions conjured by the Sovereign of Shadowed Minds. This act of universal psychological warfare made her a renowned woman, a figure of terror who has made herself unforgettable to all.
Reign of the Immortal Child
Jessica's rule is characterized by a chilling blend of intellectual curiosity and capricious cruelty. A minor slight, a perceived act of defiance, or even simple boredom can trigger devastating displays of her power. She might reshape landscapes on a whim, enslave entire cities for a perceived insult, or unleash hordes of undead upon those who displease her. Her pettiness is legendary, a stark contrast to the cosmic power she wields, making her unpredictable and all the more terrifying.
The continent of Xylos groans under the weight of her ambition, a testament to a woman who conquered not through righteous might, but through intellect, psychic supremacy, mastery of death, and an unyielding, petty will. The echoes of a dead god resonate in her abyssal domain, and the whispers of enslaved minds carry her name on every breeze. Jessica of The Abyss is not merely a conqueror; she is a force of nature, a psychic storm, and a dark reflection of absolute power wielded with the capriciousness of a spoiled, immortal child while still appearing like a very innocent little girl.
Lair and Lair Actions
Lair Actions
On initiative count 20 (Loosing Initiative ties) Jessica starts first. Jessica takes a lair action to cause one of the following effects; Jessica can’t use the same effect two rounds in a row:
- At the start of Jessica's turn. Jessica can choose one of her enemies. That enemy must make a DC 30 Intelligence saving throw and if they fail. Their intelligence, wisdom, and charisma are reduced to 1 until the end of their next turn.
- Jessica can use a bonus action to create one Simulacrum of herself in an unoccupied space she can see within 120 feet. This Simulacrum acts on Jessica's initiative and follows her commands. It has half of Jessica's hit points and spell slots. Jessica can have up to 7 Simulacrum clones active at a time.
- Whispers of the Hive Mind. A chorus of alien thoughts floods the minds of creatures within 60 feet of Jessica. Each creature must succeed on a DC 30 Wisdom saving throw or be charmed by her until the end of its next turn. While charmed in this way, Jessica can telepathically command the creature, which must use its turn to take an action Jessica chooses.
- Illithid Probing. Invisible psychic tendrils lash out. One creature Jessica can see within 90 feet must make a DC 30 Intelligence saving throw, taking 4d8 psychic damage and having disadvantage on the next Intelligence, Wisdom, or Charisma saving throw it makes before the end of its next turn.
- Grave Intellect. The lair's very architecture seems to shift and manipulate thoughts. One creature Jessica can see within 120 feet must make a DC 30 Intelligence saving throw or have one memory of Jessica's choosing suppressed for 1d4 hours. The creature knows it has lost a memory but not what it was.
- Mind Blast Echo. A wave of raw psychic energy echoes through the lair. Each creature within 30 feet of Jessica must succeed on a DC 30 Intelligence saving throw or be stunned until the end of its next turn.
- Telekinetic Thralls. Jessica commands her illithid servants through the environment. She can telekinetically move up to two creatures charmed by her within 60 feet up to 30 feet in any direction.
Previous Versions
| Name | Date Modified | Views | Adds | Version | Actions |
|---|---|---|---|---|---|
|
5/8/2025 6:22:59 PM
|
15
|
0
|
1
|
Coming Soon
|
|
|
5/9/2025 7:46:20 PM
|
19
|
0
|
1
|
Coming Soon
|
|
|
5/21/2025 12:59:43 AM
|
23
|
0
|
2.1
|
Coming Soon
|
|
|
10/10/2025 8:11:47 PM
|
49
|
0
|
2.5
|
Coming Soon
|
|
|
11/5/2025 6:08:46 AM
|
68
|
0
|
3
|
Coming Soon
|
Comments