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Therasym Spawn (Ground)

Medium beast, neutral

Armor Class 15
Hit Points 225
Speed 50 ft.
STR
18
(+4)
DEX
15
(+2)
CON
15
(+2)
INT
18
(+4)
WIS
13
(+1)
CHA
13
(+1)
Saving Throws STR +4,DEX +2 CON +1, INT +4, INT +4, WIS +1, CHA +1
Skills Arcana +8, Perception +8, Religion +8
Damage Immunities Charmed, Frightened
Senses Truesight 120 ft., Passive Perception 18
Languages Common
Challenge 9 (5,000 XP)

Spellcasting. The Therasym Spawn (Ground) is a 9-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 13, +4 to hit with spell attacks).

Cantrips (at will): Vicious Mockery

Multi-Action. This creature can take two actions per turn.

Actions

Claw: . • Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 5 (2d8 + 4) slashing damage.

Mind Sliver . You drive a disorienting spike of psychic energy into the mind of one creature you can see within range. The target must make an Intelligence saving throw or take 3*D6 psychic damage and subtract 1d4 and from the next saving throw it makes before the end of your next turn.

Detect Thoughts. For the duration, you can read the thoughts of certain creatures. When you cast the spell and as your action on each turn until the spell ends, you can focus your mind on any one creature that you can see within 30 feet of you. If the creature you choose has an Intelligence of 3 or lower or doesn’t speak any language, the creature is unaffected. You initially learn the surface thoughts of the creature—what is most on its mind in that moment.

Telepathic Bond. You forge a telepathic link among up to eight willing creatures of your choice within range, psychically linking each creature to all the others for the duration. Creatures with Intelligence scores of 2 or less aren’t affected by this spell. Until the spell ends, the targets can communicate telepathically through the bond whether or not they have a common language. The communication is possible over any distance, though it can’t extend to other planes of existence.

Tasha’s Mind Whip. Lash out at a visible creature within 90 feet, forcing an Intelligence saving throw. Takes 3d6 psychic damage, loses reactions until the end of its next turn, and can only choose one on its next turn: a move, an action, or a bonus action.

Reactions

Misdirection. Using psionic mind tricks, the offending creature has to subtract 5 from a roll