| Mod | Save | ||
|---|---|---|---|
| STR | 8 | -1 | -1 |
| DEX | 16 | +3 | +5 |
| CON | 16 | +3 | +3 |
| Mod | Save | ||
|---|---|---|---|
| INT | 12 | +1 | +1 |
| WIS | 14 | +2 | +4 |
| CHA | 10 | +0 | +0 |
Psionic Static (Passive)
Yeemik radiates faint psychic interference.
Creatures within 10 feet have disadvantage on their first opportunity attack each round
Multiattack (Boss Phase Only)
Yeemik makes two Psionic Lash attacks, or one Psionic Lash and one Mind Spike (if available)
Psionic Lash
Melee Spell Attack: +5 to hit, reach 5 ft., one target
Hit: 7 (1d8 + 3) psychic damage
Target must succeed on a DC 13 Wisdom saving throw or have disadvantage on its next attack roll
Mind Spike (Recharge 5–6)
Yeemik targets one creature he can see within 60 ft.
The target must make a DC 13 Intelligence saving throw.
-
Fail: 10 (3d6) psychic damage and speed reduced by 10 ft. until end of next turn
-
Success: Half damage, no speed reduction
Scimitar. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) slashing damage.
Shortbow. Ranged Weapon Attack: +4 to hit, range 80 ft./320 ft., one target. Hit: 5 (1d6 + 2) piercing damage.
Phase Flicker (Recharge 4–6)
Yeemik briefly warps.
-
He moves up to 15 feet without provoking opportunity attacks
-
Leaves a faint psychic afterimage
Psychic Rebuff (1/round)
When Yeemik is hit by a melee attack, he can impose –2 to the damage roll (minimum 0).







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