Therasym

Read-only review

Therasym

Large monstrosity, chaotic neutral

Armor Class 24
Hit Points 534
Speed 30 ft.
STR
10
(+0)
DEX
10
(+0)
CON
10
(+0)
INT
10
(+0)
WIS
10
(+0)
CHA
10
(+0)
Saving Throws STR+ 6 DEX+ 6 CON+ 4 INT+ 9 WIS+ 6 CHA +4
Languages Common
Challenge 0 (10 XP)

Spellcasting. The Therasym is a 9-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 13, +6 to hit with spell attacks).

Cantrips (at will): Vicious Mockery

1st level: Dissonant Whispers

Multi-Action. Can make 3 actions per turn

Aura: Mindquake. Causes all characters within 60ft to take 2dmg per die roll outside of a d20 to hit

Curse: Birth. Will spawn 10 Therasym air units every 2 turns, losing 10 speed

Mental Defense. Has advantage on status effects and saving throws

Actions

Id Insinuation. You unleash conflicting desires into a target's mind. The target must make a Wisdom saving throw or become incapacitated (or suffer a confusion-like effect, depending on the exact source publication). The target takes 1d12 psychic damage at the end of each of its turns and can repeat the save to end the spell.

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.

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.

Claws/Tail. Melee attack dealing 1d10+3 damage

Reactions

Shield. +5 AC

Overstimulation. Every 50dmg psychic pushback 30 ft pushing into a wall or debris causes stun, causes 5D3 damage on a failed INT save

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