Unbound Presence. Hostile creatures within 10 feet of Urko have disadvantage on the first saving throw they make on each of their turns.
Open Mind (Aberrant). Urko has advantage on saving throws against being charmed or frightened. Additionally, a creature that fails a saving throw against one of Urko’s effects cannot gain advantage on saving throws against Urko until the end of its next turn.
Aura of Deviation. At the start of each creature’s turn within 10 feet of Urko, that creature must succeed on a DC 16 Wisdom saving throw or suffer one of the following effects (Urko’s choice):
Disadvantage on its next attack roll,
- Move 10 feet in a random direction,
- Be unable to take reactions until the start of its next turn.
Innate Spellcasting (Charisma). Spell save DC 16, +8 to hit with spell attacks.Urko can innately cast the following spells:
- At will: mage hand, minor illusion, chill touch
- 3/day each: dissonant whispers, detect thoughts, mirror image
- 1/day each: fear, hunger of hadar
Rift-Touched Strike. Melee Spell Attack: +8 to hit, reach 5 ft., one target. Hit: 22 (4d8 + 4) psychic damage, and the target must succeed on a DC 16 Wisdom saving throw or become Disoriented until the end of its next turn:
- It cannot take reactions
- It has disadvantage on attack rolls
Chaotic Impulse (Recharge 5–6). Urko releases an invisible wave in a 20-foot radius. Creatures of his choice must make a DC 16 Wisdom saving throw or (choose one):
- Use their reaction to move up to their speed in a random direction,
- Make one weapon attack against the nearest creature (Urko chooses in case of a tie)
Quiet Step. Urko moves up to half his speed without provoking opportunity attacks.
Silent Shift. Urko moves up to his speed without provoking opportunity attacks.
Inner Whisper. One creature within 30 feet must succeed on a DC 16 Wisdom saving throw or have disadvantage on its next roll.
Echo of the Rift (Costs 2 Actions). Urko uses Rift-Touched Strike.
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