Mentalist

Mentalists are telepathic practitioners often in the employ of a group to help screen potential clients or threats. They tend to keep a low profile, focusing on reading the thoughts of their targets.

Mentalist

Medium humanoid (any race), any alignment

Armor Class 12
Hit Points 22 (5d8)
Speed 30 ft.

STR

10 (+0)

DEX

14 (+2)

CON

10 (+0)

INT

16 (+3)

WIS

12 (+1)

CHA

13 (+1)

Saving Throws Int +6, Wis +4
Skills History +6, Insight, +4, Investigation +6
Senses passive Perception 11
Languages any one language (usually Common)
Challenge 2 (450 XP)                              Proficiency Bonus +3


Power Manifesting. The mentalist is a 5th-level manifester. Its manifesting ability is Intelligence (power save DC 14, +6 to hit with power attacks). It has 10 power points to spend on the following powers: apopsi, bastion of thought, mind probe, mind tap, psychic crush, telempathic projection.

Actions

Dagger. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) piercing damage.

Psychic Crush. One creature within 120 feet must succeed on a DC 14 Intelligence saving throw or take 10 (3d6) psychic damage.