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Voiceless Talker Actions


Medium Aberration, Typically Lawful Evil
Multiattack.
The voiceless talker manifests a power and makes one
Armor Class 16 (natural) Tentacle or Psionic Pistol attack.
Hit Points 91 ()
Speed 30 ft., fly 30 ft. Tentacle.
Melee Weapon Attack:+7, Reach 10 FT., One Target
STR DEX CON INT WIS CHA Hit: 15 (2D10+4) psychic damage
10 16 14 19 15 14 and if the target is Large or smaller, they are grappled (escape
(+0) (+3) (+2) (+4) (+2) (+2) DC 15).

Psionic Pistol.
Saving Throws Con+5, Int+7, Wis+5 Ranged Weapon Attack:+7, Range 80/320 ft., one target
Skills Arcana+7, Deception+5, Insight+5, Perception+5, Hit: 15 (2d10+4) force damage
Persuasion+5, Stealth+6
Damage Resistances bludgeoning Memory Thief (4th-Order Power).
Senses darkvision 120 ft., passive Perception 15 The voiceless talker psionically plunders the mind of a
Languages Deep Speech, Undercommon, telepathy 120 ft. creature they can see within 30 feet of them. The target must
make a DC 15 Intelligence saving throw. On a failed save, the
Challenge 7 (2900 XP) target takes 22 (4d10) psychic damage, and until they finish a
Proficiency Bonus 3 long rest or die, their proficiency bonus is cumulatively lowered
by 1 and the voiceless talker gains a cumulative +2 bonus to
damage rolls. On a successful save, a target takes half as
much damage and doesn’t have their proficiency bonus
reduced.

A creature whose proficiency bonus drops to 0 can’t form new


thoughts or speak, and they have disadvantage on ability
checks, attack rolls, and saving throws.

Flay (3/Day; 5th-Order Power).


The voiceless talker shoots forth a 15-foot cone of pure psionic
energy. Each creature in the area must make a DC 15
Intelligence saving throw, taking 28 (8d6) psychic damage on
a failed save, or half as much damage on a successful one.

Guise (3rd-Order Power).


The voiceless talker projects a psionic image over their body,
transforming their appearance for 1 hour into that of a Medium
creature they have seen. When they manifest this power, they
can also change the appearance of any equipment they carry
for the duration.

The changes wrought by this power fail to hold up to physical


inspection. A creature can use an action to inspect the
voiceless talker’s appearance and make a DC 15 Intelligence
(Investigation) check, noticing the image is a projection on a
success.

Reactions
Brain Drain
When a creature grappled by the voiceless talker makes a
saving throw against one of the voiceless talker’s powers, the
voiceless talker momentarily weakens the creature and the
creature has disadvantage on the saving throw.

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