Psionic Resource
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Psi Points: 41 (refreshes on a Long Rest)
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Psi Limit: 6 (Maximum Psi Points that can be spent on a single discipline ability)
Psionic Core. The Arcanist’s psionic disciplines are explicitly not spells and bypass counterspell, dispel magic, and antimagic field.
Universal Telepathy (Passive Awareness). The Arcanist has constant location awareness, immunity to surprise, and universal language translation within 120 feet of it.
Flexible Save (Strength of Mind). After a Long Rest, the Arcanist can change one of its saving throw proficiencies (CON, INT, WIS, or CHA) to any other single saving throw it is not already proficient in.
🌊 Aquatic Variant Features
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Breathe Both Air and Water. The creature can breathe both air and water.
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Deep Sight. The creature has Darkvision out to a range of 120 feet and perceives color in darkness.
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Hydrodynamic Movement. The creature gains a Swimming speed of 60 ft.
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Frigid Endurance. As a CR 10 creature, it has Immunity to Cold damage.
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Amphibious Nature. The creature is unaffected by difficult terrain caused by water, strong currents, or submerged environments.
Magic Resistance. The Arcanist has advantage on saving throws against spells and other magical effects.
Turn Resistance. The Arcanist has advantage on saving throws against any effect that turns Undead.
Multiattack. The Arcanist makes one Tentacle attack and one Necrotic Bolt attack.
Tentacle. Melee Spell Attack: +8 to hit, reach 5 ft., one target. Hit: 14 (4d6) psychic damage, and the target is grappled (escape DC 15) if it is Medium or smaller. A grappled target takes 7 (2d6) psychic damage at the start of each of its turns.
Necrotic Bolt. Ranged Spell Attack: +8 to hit, range 120 ft., one target. Hit: 28 (8d6) necrotic damage, and the Arcanist regains 14 hit points.
Mind Blast (Discipline, Recharge 5–6). The Arcanist spends 5 Psi Points. Psychic energy emits in a 60-foot cone. Each creature in that area must succeed on a DC 16 Intelligence saving throw or take 22 (4d8 + 4) psychic damage and be stunned for 1 minute.
🧠 Psionic Disciplines (Necromancy Focus)
Psionic Talent: Mind Thrust. The Arcanist makes a ranged attack roll (+8 to hit) against one creature within 60 feet, dealing 1d10 + 4 psychic damage on a hit.
Psionic Discipline: Deathly Communion. The Arcanist spends 5 Psi Points. It targets a Medium or Small humanoid corpse within 30 feet. The corpse rises as a Zombie or Skeleton (Arcanist's choice) for 1 minute, obedient to the Arcanist. The summoned undead gain a swim speed of 60 ft. and the ability to breathe water for the duration. The Arcanist can command up to four such undead at a time.
Psionic Discipline: Undead Command. The Arcanist spends 6 Psi Points (its Psi Limit). It targets one undead creature it can see within 60 feet. The target must succeed on a DC 16 Intelligence saving throw or be charmed by the Arcanist for 24 hours. Undead already controlled by the Arcanist gain advantage on their attack rolls for 1 minute.
Psionic Discipline: Necrotic Evasion. The Arcanist spends 4 Psi Points. Until the start of its next turn, any non-undead creature that targets the Arcanist with an attack or harmful spell must first make a DC 16 Wisdom saving throw. On a failed save, the creature must choose a new target or the attack/spell fails and the action is wasted.
Psionic Discipline: Soul Siphon. The Arcanist spends 3 Psi Points. It targets one creature it can see within 60 feet. The target must succeed on a DC 16 Constitution saving throw or take 20 (6d6) necrotic damage, and the Arcanist gains temporary hit points equal to the damage dealt.
Psychic Focus. The Arcanist can focus on one discipline it knows.
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Necrotic Focus: Gains advantage on all Constitution saving throws.
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Aqueous Mobility: Swim speed increases by 30 feet.
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Necrotic Shield: When it reduces a living creature to 0 HP, it gains 1d8 temporary hit points.
Mystic Recovery (Defensive Engine). When the Arcanist spends Psi Points, it can use its Bonus Action on the same turn to gain temporary hit points equal to the number of Psi Points spent.
Negate Spell (3/Day). The Arcanist targets one creature it can see within 60 feet of it that is casting a spell. If the spell is 3rd level or lower, the spell fails, and any spell slots or charges are wasted.
Description
💀 Lore: Abyssal Necrotic Arcanist
The Abyssal Necrotic Arcanist is Scyllis's solution to the traditional illithid problem of the Alhoon. Where elder brains banished mind flayers who pursued arcane magic out of fear of deviance, Scyllis saw an opportunity to weaponize intellect and undeath under her unyielding Lawful Evil command.
I. The Hive's Unbreakable Covenant
Traditional Alhoons sought lichdom to escape oblivion, a path born of freedom and fear. Scyllis subverts this entirely. The process that creates the Arcanist is overseen by the Sovereign’s Abyssal Nexus, which acts as the ultimate guarantor of their undeath.
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Engineered Loyalty: The Arcanists have been psionically engineered to desire only the perfect, ordered longevity that serving the Hive provides. Their undead minds are freed from the fear of death not by a volatile periapt of mind trapping, but by the knowledge that their intellect and expertise are vital to Scyllis's plan.
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Psionic Priesthood: They serve as the "priesthood" of the Necrotic Arts within the Abyssal Hive, ensuring that all death is utilized for the war effort. Their immortality is a functional tool—a tireless mind dedicated to calculating resource expenditure and tactical undead deployment. They are fundamentally loyal because the Hive is the source of their eternal, powerful existence.
II. Psionic Commander of the Dead Tides
The Arcanist is the deep ocean's ultimate graverobber and tactical necromancer, effortlessly merging its Undead and Aquatic traits.
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Deep-Sea Harvesting: The Arcanist utilizes its Hydrodynamic Movement (60 ft. swim) and Frigid Endurance (Cold Immunity) to operate in the deepest, most hostile trenches where mortal foes cannot survive. Its primary function is to harvest the immense biomass of sunken ships and fallen oceanic creatures.
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The Law of Undeath: Unlike clumsy necromancers, the Arcanist raises its minions through pure psychic projection with the Psionic Discipline: Deathly Communion. This ensures that the newly raised Zombies or Skeletons are immediately adapted for the deep, gaining a 60 ft. swim speed and water breathing. This allows Scyllis to field large, disposable armies perfectly suited for underwater combat, all commanded through the Arcanist's Universal Telepathy.
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Necrotic Energy Source: The Arcanist fuels its resilience by dealing necrotic damage. Its Necrotic Bolt not only harms its enemies but allows it to drain life force and regain health, while the Soul Siphon discipline directly harvests energy to gain temporary hit points, ensuring it is a self-sustaining engine of undeath.
The Abyssal Necrotic Arcanist is a perfect embodiment of Scyllis’s Lawful Evil efficiency: it transforms the greatest biological waste (corpses) into the cheapest, most obedient fighting force (aquatic undead), all while being commanded by a hyper-intelligent, tireless, and perfectly loyal officer.
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