1. Characters

Zephyra the Mindbender

Psionicist

Zephyra the Mindbender was a powerful thri-kreen psion with the ability to manipulate thoughts and dominate the minds of others. She posed a significant threat to Nibenay's control over his subjects, as she could potentially unravel his carefully constructed power structure. Recognizing the danger she presented, Nibenay imprisoned Zephyra, fascinated by her psionic abilities and seeking to study and harness her powers for his own purposes. Nibenay feared the chaos Zephyra could unleash if she were free, and keeping her restrained served to maintain his authority and eliminate a potential rival.

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STATS

Zephyra the Mindbender

Medium humanoid, thri-kreen, lawful evil

Armor Class 19 (natural armor)

Hit Points 250 (20d10 + 140)

Speed 40 ft., climb 40 ft.

STR 18 (+4) DEX 20 (+5) CON 24 (+7) INT 18 (+4) WIS 16 (+3) CHA 14 (+2)

Saving Throws Int +8, Wis +7, Cha +6

Skills Perception +7, Insight +7, Stealth +10

Damage Resistances psychic

Condition Immunities charmed, frightened

Senses darkvision 60 ft., passive Perception 17

Languages Common, Thri-kreen, Undercommon

Challenge 14 (11,500 XP)

Multiple Arms. Zephyra has four arms, which she can use to wield weapons and manipulate objects. She can take the Use an Object action as a bonus action.

Innate Spellcasting. Zephyra's innate spellcasting ability is Intelligence (spell save DC 16). She can innately cast the following spells, requiring no components:

At will: detect thoughts, levitate

3/day each: charm person, dominate person

1/day: telekinesis

Bound by Psionic Restraints. Zephyra is restrained by powerful psionic restraints that restrict her movements. Her movement is reduced to 0, and she cannot take actions or reactions.

Psychic Resistance. Zephyra has advantage on saving throws against psychic damage and effects.

Actions

Mind Blast (Recharge 5-6). Zephyra emits a psychic wave of energy in a 30-foot cone. Each creature in that area must make a DC 17 Intelligence saving throw, taking 42 (12d6) psychic damage on a failed save, or half as much damage on a successful one. Additionally, creatures that fail the saving throw are stunned until the end of their next turn.

Psionic Disruption. Zephyra targets one creature she can see within 60 feet. The target must succeed on a DC 16 Wisdom saving throw or take 28 (8d6) psychic damage and have disadvantage on the next saving throw it makes before the end of its next turn.