TEXT:  
   
  1 
  Psionic Disciplines – Rationale  
  The sentry urophion specializes in detection and alerting the 
  colony to the presence of invaders. 
     The aura sight discipline gives this sentry the ability to see 
  opponents that are invisible and hidden, which it will use 
  while remaining hidden if it hears a party it can’t see. Mantle 
  of fear can immobilize and delay creatures, and/or limit their 
  mobility. Iron Durability makes this already high AC sentry 
  even harder to hit and damage. 
  Urophion – illithid roper 
   
  The Urophion is the result of ceromorphosis on a roper. There is 
  no MM listing for this creature. Previous iterations have given 
  added psychic damage, brain eating, and psychic damage 
  distance weapons to a roper, but my goal is to use the UA 
  psionic rules to make a more distinct creature.  
     Urophion are low mobility sentinels that populate the area 
  immediately surrounding an illithid lair. They specialize in 
  surprise and immobilization. They are intelligent beings, that are 
  often quite unhappy to have been placed in a body with 
  restricted intellectual capacity and mobility, and relegated to 
  guard duty with no opportunity to learn or conduct research. 
    
   
   
   
   
  
  
  
  
   
   
  
  
  
  
   
   
   
  U 
  For Personal Use Only – Not for Reproduction 
  Urophion – forward observer 
  Large aberration, lawful evil  
   
  Armor Class 20 
  Hit Points 93 (11d10+33) 
  Speed 10 ft. climb 10 ft. 
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  18 (+4) 
  8 (-1) 
  16 (+3) 
  16 (+3) 
  16 (+3) 
  10 (+0) 
   
  Skills Perception +5, Stealth + 5 
  Senses darkvision 120 ft., passive Perception 18 
  Languages understands Deep Speech but can’t speak 
     Telepathy 120 ft. 
  Challenge 6 (2,300 XP) 
   
  False Appearance. While the urophion remains motionless, it is 
  indistinguishable from a normal cave formation.  
  Grasping Tendrils. The urophion can have up to six tendrils at a time. 
  Each tendril can be attacked (AC 20; 10 hit points; immunity to poison 
  damage). Destroying a tendril deals no damage to the roper, which 
  can extrude a replacement tendril on its next turn. A tendril can also 
  be broken if a creature takes an action and succeeds on a DC 15 
  Strength check against it. 
  Spider Climb. The urophion can climb difficult surfaces, 
  including upside down on ceilings, without needing to make an 
  ability check. 
  Psi Points. The urophion is an 8th level psionic with 45 psi points and a 
  limit of 6 psi points to spend on any one psionic ability. All psi points 
  are recovered at the end of a long rest. 
  Innate Spellcasting (psionics). The urophion is an 8th level psionic 
  whose spellcasting ability is Intelligence (spell save DC 15, +7 to 
  psionic attacks). The urophion can use the following talents and 
  disciplines, requiring no components: 
  Talents (at will) –Detect, Mind Slam (2d6), Psychic Hammer (2d6) 
  Discipline – Aura Sight  
   
  Assess Foe (2psi)  
   
  Perceive the Unseen (5 psi; conc., 1 min.) 
  Discipline – Iron Durability 
   
  Iron Hide (1–6 psi) 
   
  Steel Hide (2 psi) 
  Discipline – Mantle of Fear 
   
  Incite Fear (2 psi; conc., 1 min.) 
   
  Unsettling Aura (3 psi; conc., 1 hr.) 
   
  Incite Panic (5 psi; conc., 1 min.) 
  Actions 
  Multiattack. The urophion makes four attacks with its Tendrils, uses 
  Reel, and can make one Bite or Extract Brain attack.  
  Tendril. Melee Weapon Attack: +7 to hit, reach 50 ft., one target.  
  Hit: On hit the target must succeed on a DC 15 Intelligence save 
  or is stunned. The target may repeat the save at the end of their 
  next turn, upon success they are immune to stun from this 
  tentacle until the grapple ends.  
     On hit the target is also grappled, restrained, and has 
  disadvantage on Strength checks and Strength saving throws. The 
  roper can’t use the same tendril on another target. The urophion 
  has 6 tendrils to use to attack or extract brain. 
  Reel. The urophion pulls all grappled enemies up to 25 feet straight 
  toward it.  
  Bite. Melee Weapon Attack. +7 to hit, reach 5 ft., one target.  
   
  Hit: 22 (4d8 + 4) piercing damage. On hit the target must succeed 
  on a DC 15 Intelligence save or is stunned until the end of their 
  next turn. 
  Extract Brain. Melee Weapon Attack. +7 to hit, reach 25 ft., one 
  incapacitated humanoid grappled by the mind flayer. If this damage 
  reduces the target creature to 0 HP, the mind flayer kills the target by 
  devouring their brain. It requires four free tendrils (not engaged in a 
  grapple) to extract a brain.  
   
  Hit: 44 (8d10) piercing damage 
  
   
  2 
   
  Tactics – Offense  
  The urophion with mantle of fear will most likely initiate 
  combat with the incite panic ability. Any opponents who save 
  against this ability, or who are immune, will be its highest 
  priority targets for tendril attacks. 
     In following rounds, if the incite panic ability is creating 
  chaos among its opponents the urophion will maintain 
  concentration on this ability, and use its tendrils on any 
  creature within range. If there are a significant number of 
  creatures further than 50 ft. away, the urophion will use 
  psychic hammer to try to shove them into range. If its 
  tendrils are full, the urophion will use mind slam to damage 
  opponents and knock them prone.  
     The urophion will use reel every turn it can bring an enemy 
  from 30 ft. – 50 ft. in to 25 ft. (where it is in range of the 
  extract brain ability, but not close enough to attack the 
  urophion directly). If at least one opponent is stunned, the 
  urophion will drop enough creatures to free up four tentacles 
  to extract the stunned opponents brain.  
     If the incite panic ability only effects one opponent, and the 
  remaining opponents advance, the urophion will switch to 
  the unsettling aura ability to limit its opponents’ mobility. It 
  may then use the psychic hammer attack to keep opponents 
  at bay as it selectively uses tendril and extract brain attacks. 
   
  Tactics – Defense  
  The urophion will remain hidden with its false appearance 
  ability as it uses the assess foe or perceive the unseen abilities 
  to ascertain the threat level of any enemies that enter the 
  area it protects. It will immediately call for assistance if it 
  deems the enemies a greater challenge than it is capable of 
  handling, and will remain hidden if reinforcements are not 
  forthcoming. 
     If attacked, it will use its iron hide ability if it only costs a few 
  (1-3) psi to avoid a damaging blow entirely. If opponents are 
  close enough to attack with mundane weapons, it will use its 
  bonus action on steel hide to gain resistance to the damage. 
    If outnumbered and outmatched, it will retreat toward its 
  home community (slowly) using unsettling aura to slow 
  pursuit. When possible, it will climb to inaccessible areas as it 
  retreats.  
   
  Important Consideration – Location 
  The urophion can just as easily hang 10 ft. up on a cavern 
  ceiling as it can sit in the middle of a cavern floor. This places 
  the urophion out of melee reach. The reel ability can also lift 
  creatures off the ground where they can be dropped for 
  damage.  
     Placing the urophion in or behind rough terrain is also a 
  good way to impair melee opponents’ ability to reach it. 
   
  Out of Turn Actions 
   
  As written, the psionic talents and disciplines are of limited 
  offensive utility due to the already formidable multiattack 
  feature (copied from the roper stat block with minor 
  modifications). A way to remedy this, and increase the utility 
  (threat) of a lone urophion against a party of multiple opponents 
  is to give the urophion out of turn (legendary) actions. It does 
  not impact the flavor of the creature to do this, but be aware 
  that It could impact the difficulty of the encounter (and should 
  increase the CR and Exp. reward to 7/2,900). 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  A potentially unfamiliar addition to the legendary action block is 
  the Shake It Off action. There are many who find status effects 
  overbearing when the action economy is stacked against one 
  creature. One potential remedy is to include a legendary action 
  that allows the creature to make another save to end a status 
  effect. Unlike legendary resistances, this does not cheapen the 
  players build choices by nullifying the effect outright, and 
  lessens meta-gaming (“I throw out three effects that require a 
  save to wear out the legendary resistances before I use the 
  ability I really want my character to use”). The players are aware 
  that their status effect has cost the creature a potential action, 
  but it is not “locked down” for an entire turn. 
  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
     
   
    
   
  U 
  For Personal Use Only – Not for Reproduction 
  Legendary Actions 
  The urophion can take 1-2 legendary actions (DM discretion), 
  choosing from the options below. Only one legendary action option 
  can be used at a time and only at the end of another creature’s turn. 
  The urophion regains spent legendary actions at the start of its turn. 
  •
  Psionics. The urophion may use one action or bonus action 
  ability from a psionic talent or discipline 
  •
  Tendril. The urophion may make one tendril attack or end 
  a grapple with a tendril that has made a successful attack. 
  •
  Detect. The urophion may activate the perceive the unseen 
  psionic ability and make a Wis(perception) check.   
  •
  Shake It Off. The urophion may make an additional save 
  attempt to end a detrimental status effect. 
  •
  Ready. The urophion may use an additional reaction later 
  this round 
  
   
   
  3 
  Tactics – Defense  
  This urophion can use psychic backlash, psychic parry, or iron 
  hide as reactions. Wall of repulsion should be cast at the 
  beginning of combat, at a choke point when present, to limit 
  as many enemy combatants’ mobility as possible. If multiple 
  opponents use the same kind of non-magical damage iron 
  resistance is also an option 
  Tactics – Offense  
  This urophion should use world of horror as soon as wall of 
  repulsion has had its effect. Eye of horror can damage and 
  slow the advance of specific targets, and can be used after 
  psychic hammer to push away and keep away a dangerous 
  melee opponent (if out of turn actions are allowed). Energy 
  beam can be used to damage opponents with lots of 
  resistances. Visions of disgust can be used to single out and 
  punish a low Wisdom opponent with adjacent allies. 
   Sentry Build 
    
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
   
   
   
   
   
   
   
   
  Urophion – Sentry 
  Large aberration, lawful evil  
   
  Armor Class 20 
  Hit Points 104 (13d10+33) 
  Speed 10 ft. climb 10 ft. 
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  18 (+4) 
  8 (-1) 
  16 (+3) 
  16 (+3) 
  16 (+3) 
  10 (+0) 
   
  Skills Perception +5, Stealth + 5 
  Senses darkvision 120 ft., passive Perception 18 
  Languages understands Deep Speech but can’t speak 
     Telepathy 120 ft. 
  Challenge 6 (2,300 XP) 
   
  False Appearance. While the urophion remains motionless, it is 
  indistinguishable from a normal cave formation.  
  Grasping Tendrils. The urophion can have up to six tendrils at a time. 
  Each tendril can be attacked (AC 20; 10 hit points; immunity to poison 
  damage). Destroying a tendril deals no damage to the roper, which 
  can extrude a replacement tendril on its next turn. A tendril can also 
  be broken if a creature takes an action and succeeds on a DC 15 
  Strength check against it. 
  Spider Climb. The urophion can climb difficult surfaces, 
  including upside down on ceilings, without needing to make an 
  ability check. 
  Psi Points. The urophion is a 9th level psionic with 55 psi points and a 
  limit of 7 psi points to spend on any one psionic ability. All psi points 
  are recovered at the end of a long rest. 
  Innate Spellcasting (psionics). The urophion is a 9th level psionic 
  whose spellcasting ability is Intelligence (spell save DC 15, +7 to 
  psionic attacks). The urophion can use the following talents and 
  disciplines, requiring no components: 
  Talents (at will) –Detect, Energy Beam (2d8), Psychic Hammer (2d6) 
  Discipline – Aura Sight  
   
  Assess Foe (2psi)  
   
  Perceive the Unseen (5 psi; conc., 1 min.) 
  Discipline – Crown of Disgust 
   
  Eye of Horror (1–7 psi) 
   
  Wall of Repulsion (3 psi; conc., 10 min.) 
   
  Visions of Disgust (5 psi; conc., 1 min.) 
   
  World of Horror (7 psi; conc., 1 min.) 
  Discipline – Intellect Fortress 
   
  Psychic Backlash (2 psi) 
   
  Psychic Parry (1–7 psi) 
   
  Psychic Redoubt (5 psi; conc., 10 min.) 
  Discipline – Iron Durability 
   
  Iron Hide (1–7 psi) 
   
  Steel Hide (2 psi) 
   
  Iron Resistance (7 psi; conc., 1 hr.) 
  Actions 
  Multiattack. The urophion makes four attacks with its tendrils, uses 
  Reel, and can make one bite or extract brain attack.  
  Tendril. Melee Weapon Attack: +7 to hit, reach 50 ft., one target.  
  Hit: On hit the target must succeed on a DC 15 Intelligence save 
  or is stunned. The target may repeat the save at the end of their 
  next turn, upon success they are immune to stun from this 
  tentacle until the grapple ends.  
     On hit the target is also grappled, restrained, and has 
  disadvantage on Strength checks and Strength saving throws. The 
  roper can’t use the same tendril on another target. The urophion 
  has 6 tendrils to use to attack or extract brain. 
  Reel. The urophion pulls all grappled enemies up to 25 feet straight 
  toward it.  
  Bite. Melee Weapon Attack. +7 to hit, reach 5 ft., one target.  
   
  Hit: 22 (4d8 + 4) piercing damage. On hit the target must succeed 
  on a DC 15 Intelligence save or is stunned until the end of their 
  next turn. 
  Extract Brain. Melee Weapon Attack. +7 to hit, reach 25 ft., one 
  incapacitated humanoid grappled by the mind flayer. If this damage 
  reduces the target creature to 0 HP, the mind flayer kills the target by 
  devouring their brain. It requires four free tendrils (not engaged in a 
  grapple) to extract a brain.  
   
  Hit: 44 (8d10) piercing damage 
   
  U 
  For Personal Use Only – Not for Reproduction 
  
   
  4 
   
  Important Consideration – Location 
  This urophion will create a telekinetic barrier at a choke point 
  as a first action. In addition to using push to damage and 
  remove low strength melee opponents, the urophion will use 
  move to batter opponents with rocks, set boulders rolling, and 
  move barriers around. It will attempt to grasp enemies that 
  hang back out of tentacle range.  
  Manipulator 
   
  The second variant was built to stand its ground while this third 
  variant is built to interact more with its environment. The force 
  mastery discipline gives offensive and defensive abilities, but can 
  also be used to move strategically placed terrain items (ensure 
  they are present) to hinder or direct intruders movement.  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  For Personal Use Only – Not for Reproduction 
  Urophion – Manipulator  
  Large aberration, lawful evil  
   
  Armor Class 20 
  Hit Points 104 (13d10+33) 
  Speed 10 ft. climb 10 ft. 
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  18 (+4) 
  8 (-1) 
  16 (+3) 
  16 (+3) 
  16 (+3) 
  10 (+0) 
   
  Skills Perception +5, Stealth + 5 
  Senses darkvision 120 ft., passive Perception 18 
  Languages understands Deep Speech but can’t speak 
     Telepathy 120 ft. 
  Challenge 6 (2,300 XP) 
   
  False Appearance. While the urophion remains motionless, it is 
  indistinguishable from a normal cave formation.  
  Grasping Tendrils. The urophion can have up to six tendrils at a time. 
  Each tendril can be attacked (AC 20; 10 hit points; immunity to poison 
  damage). Destroying a tendril deals no damage to the roper, which 
  can extrude a replacement tendril on its next turn. A tendril can also 
  be broken if a creature takes an action and succeeds on a DC 15 
  Strength check against it. 
  Spider Climb. The urophion can climb difficult surfaces, 
  including upside down on ceilings, without needing to make an 
  ability check. 
  Psi Points. The urophion is a 9th level psionic with 55 psi points and a 
  limit of 7 psi points to spend on any one psionic ability. All psi points 
  are recovered at the end of a long rest. 
  Innate Spellcasting (psionics). The urophion is a 9th level psionic 
  whose spellcasting ability is Intelligence (spell save DC 15, +7 to 
  psionic attacks). The urophion can use the following talents and 
  disciplines, requiring no components: 
  Talents (at will) –Detect, Energy Beam (2d8), Mind Slam (2d6) 
  Discipline – Aura Sight  
   
  Assess Foe (2psi)  
   
  Perceive the Unseen (5 psi; conc., 1 min.) 
   
  Discipline – Intellect Fortress 
   
  Psychic Backlash (2 psi) 
   
  Psychic Parry (1–7 psi) 
   
  Psychic Redoubt (5 psi; conc., 10 min.) 
  Discipline – Iron Durability 
   
  Iron Hide (1–7 psi) 
   
  Steel Hide (2 psi) 
   
  Iron Resistance (7 psi; conc., 1 hr.)  
  Discipline – Mastery of Force 
   
  Push (1–7 psi) 
   
  Move (2–7 psi) 
   
  Telekinetic Barrier (3 psi; conc., 10 min.) 
   
  Grasp (3 psi; conc., 1 min.) 
   
   
  Crush (1–7 psi) 
  Move (1–7 psi) 
  Actions 
  Multiattack. The urophion makes four attacks with its tendrils, uses 
  Reel, and can make one bite or extract brain attack.  
  Tendril. Melee Weapon Attack: +7 to hit, reach 50 ft., one target.  
  Hit: On hit the target must succeed on a DC 15 Intelligence save 
  or is stunned. The target may repeat the save at the end of their 
  next turn, upon success they are immune to stun from this 
  tentacle until the grapple ends.  
     On hit the target is also grappled, restrained, and has 
  disadvantage on Strength checks and Strength saving throws. The 
  roper can’t use the same tendril on another target. The urophion 
  has 6 tendrils to use to attack or extract brain. 
  Reel. The urophion pulls all grappled enemies up to 25 feet straight 
  toward it.  
  Bite. Melee Weapon Attack. +7 to hit, reach 5 ft., one target.  
   
  Hit: 22 (4d8 + 4) piercing damage. On hit the target must succeed 
  on a DC 15 Intelligence save or is stunned until the end of their 
  next turn. 
  Extract Brain. Melee Weapon Attack. +7 to hit, reach 25 ft., one 
  incapacitated humanoid grappled by the mind flayer. If this damage 
  reduces the target creature to 0 HP, the mind flayer kills the target by 
  devouring their brain. It requires four free tendrils (not engaged in a 
  grapple) to extract a brain.  
   
  Hit: 44 (8d10) piercing damage 
   
  U 
  
   
   
  5 
  Psionic Talents 
   
  I use the UA Mystic version 3.0 for psionic talents and disciplines 
  as well as some talents I have made myself.
   
  Detect                          *homebrew* 
  As a bonus action, the urophion can detect the thoughts of any 
  creature with an Intelligence of 3 or greater within 100 ft. The 
  urophion can tell if lone or small groups of creatures are moving 
  and approximately how far away they are and where they are 
  heading. Large groups of individuals mask the actions of 
  individuals.  
     Creatures under the effect of the mind blank spell are 
  undetectable with this talent. 
    
  Energy Beam 
  As an action, the urophion targets one creature it can see within 
  90 feet. The target must succeed on a Dexterity saving throw or 
  take 1d8 acid, cold, fire, lightning, or thunder damage (urophion 
  chooses). 
     The talent’s damage increases to 2d8 when the urophion 
  reaches 5th level  
   
  Mind Slam 
  As an action, the urophion targets one creature it can see within 
  60 feet. The target must succeed on a Constitution saving throw 
  or take 1d6 force damage. If it takes any of this damage and is 
  Large or smaller, it is knocked prone. 
     The talent’s damage increases to 2d6 when the urophion 
  reaches 5th level 
   
   
  Psychic Hammer 
  As an action, the urophion tries to grasp one creature it can see 
  within 120 feet, with a hand crafted from telekinetic energy. The 
  target must succeed on a Strength saving throw or take 1d6 
  force damage. If it takes any of this damage and is Large or 
  smaller, the urophion can move it up to 10 feet in a straight line 
  in the direction of its choice. The urophion can’t lift the target 
  off the ground unless it is already airborne or underwater. 
     The talent’s damage increases to 2d6 when the urophion 
  reaches 5th level.  
   
   
   
  Psionic Disciplines 
   
  Aura Sight 
  The urophion refocuses its sight to see the energy that 
  surrounds all creatures. It perceives auras, energy signatures 
  that can reveal key elements of a creature’s nature. 
   
  Assess Foe (2 psi) 
  As a bonus action, the urophion analyzes the aura of one 
  creature it sees. It learns the current hit point total and all the 
  targets immunities, resistances, and vulnerabilities. 
   
  Perceive the Unseen (5 psi; conc., 1 min.) 
  As a bonus action, the urophion gains the ability to see auras 
  even of invisible or hidden creatures. Until its concentration 
  ends, it can see all creatures, including hidden and invisible 
  ones, regardless of lighting conditions. 
   
   
   
  Crown of Disgust 
  The urophion causes a creature to be flooded with emotions of 
  disgust. 
   
  Eye of Horror (1–7 psi) 
  As an action, the urophion chooses one creature it can see 
  within 60 feet. The target must make a Charisma saving throw. 
  On a failed save, it takes 1d6 psychic damage per psi point spent 
  and can’t move closer to the urophion until the end of its next 
  turn. On a successful save, it takes half as much damage. 
   
  Wall of Repulsion (3 psi; conc., 10 min.) 
  As an action, the urophion creates an invisible, insubstantial wall 
  of energy within 60 feet that is up to 30 feet long, 10 feet high, 
  and 1 foot thick. The wall lasts until the urophion’s 
  concentration ends. Any creature attempting to move through it 
  must make a Wisdom saving throw. On a failed save, a creature 
  can’t move through the wall until the start of its next turn. On a 
  successful save, the creature can pass through it. A creature 
  must make this save whenever it attempts to pass through the 
  wall, whether willingly or unwillingly. 
   
   
   
  For Personal Use Only – Not for Reproduction 
  U 
  
   
  6 
   
  Visions of Disgust (5 psi; conc., 1 min.) 
  The urophion causes a creature to regard all other beings as 
  horrid, alien entities. As an action, the urophion chooses one 
  creature it can see within 60 feet. The target must make a 
  Wisdom saving throw. On a failed save, it takes 5d6 psychic 
  damage, and until the urophion’s concentration ends, it takes 
  1d6 psychic damage per creature within 5 feet of it at the end of 
  each of its turns. On a successful save, the target takes only half 
  the initial damage and suffers none of the other effects. 
   
  World of Horror (7 psi; conc., 1 min.) 
  As an action, the urophion chooses up to six creatures within 60 
  feet. Each target must make a Charisma saving throw. On a 
  failed save, a target takes 8d6 psychic damage, and it is 
  frightened until the urophion’s concentration ends. On a 
  successful save, a target takes half as much damage. 
     While frightened by this effect, a target’s speed is reduced to 
  0, and the target can use its action, and any bonus action it 
  might have, only to make melee attacks. The frightened target 
  can repeat the saving throw at the end of each of its turns, 
  ending the effect on itself on a success.  
   
   
  Intellect Fortress 
  The urophion forges an indomitable wall of psionic energy 
  around its mind—one that allows it to launch counterattacks 
  against its opponents. 
   
  Psychic Backlash (2 psi) 
  As a reaction, the urophion can impose disadvantage on an 
  attack roll against it if it can see the attacker. If the attack still 
  hits it, the attacker takes 2d10 psychic damage. 
   
  Psychic Parry (1–7 psi) 
  As a reaction when the urophion makes an Intelligence, a 
  Wisdom, or a Charisma saving throw, it gains a +1 bonus to that 
  saving throw for each psi point it spends on this ability. The 
  urophion can use this ability after rolling the die but before 
  suffering the results. 
   
  Psychic Redoubt (5 psi; conc., 10 min.) 
  As an action, the urophion creates a field of protective psychic 
  energy. It chooses any number of creatures within 30 feet. Until 
  its concentration ends, each target has resistance to psychic 
  damage and advantage on Intelligence, Wisdom, and Charisma 
  saving throws.  
   
  Iron Durability 
  The urophion transforms its body to become a living metal, 
  allowing it to shrug off attacks that would cripple weaker 
  creatures. 
   
  Iron Hide (1–7 psi) 
  As a reaction when the urophion is hit by an attack, it gains a +1 
  bonus to AC for each psi point it spends on this ability. The 
  bonus lasts until the end of its next turn. This bonus applies 
  against the triggering attack. 
   
  Steel Hide (2 psi) 
  As a bonus action, the urophion gains resistance to bludgeoning, 
  piercing, and slashing damage until the end of its next turn. 
   
  Iron Resistance (7 psi; conc., 1 hr.) 
  As an action, the urophion gains resistance to bludgeoning, 
  piercing, or slashing damage (urophion’s choice), which lasts 
  until its concentration ends. 
   
   
   
  Mantle of Fear 
  The urophion taps into a well of primal fear and turns itself into 
  a beacon of terror to its enemies. 
   
  Incite Fear (2 psi; conc., 1 min.) 
  As an action, the urophion chooses one creature it can see 
  within 60 feet. The target must succeed on a Wisdom saving 
  throw or become frightened of the urophion until its 
  concentration ends. Whenever the frightened target ends its 
  turn in a location where it can’t see the urophion, it can repeat 
  the saving throw, ending the effect on itself on a success. 
   
  Unsettling Aura (3 psi; conc., 1 hr.) 
  As a bonus action, the urophion cloaks itself in unsettling psychic 
  energy. Until its concentration ends, any enemy within 60 feet of 
  the urophion that can see it must spend 1 extra foot of 
  movement for every foot it moves toward the urophion. A 
  creature ignores this effect if immune to being frightened. 
   
   
   
   
   
  U 
  For Personal Use Only – Not for Reproduction 
  
   
   
  7 
  Incite Panic (5 psi; conc., 1 min.)  
  As an action, the urophion chooses up to eight creatures it can 
  see within 90 feet of it that can see it. At the start of each of a 
  target’s turns before the urophion’s concentration ends, the 
  target must make a Wisdom saving throw. On a failed save, the 
  target is frightened until the start of its next turn, and the 
  urophion rolls a die. If it rolls an odd number, the frightened 
  target moves half its speed in a random direction and takes no 
  action on that turn, other than to scream in terror. If the 
  urophion rolls an even number, the frightened target makes one 
  melee attack against a random target within its reach. If there is 
  no such target, it moves half its speed in a random direction and 
  takes no action on that turn. This effect ends on a target if it 
  succeeds on three saving throws against it. 
   
   
  Mastery of Force 
  The urophion perceives the potential energy that flows through 
  all things. It reaches out with its mind, transforming the 
  potential into the actual. Objects and creatures move at the 
  urophion’s command. 
   
  Push (1–7 psi) 
  As an action, the urophion chooses one creature it can see 
  within 60 feet. The target must make a Strength saving throw. 
  On a failed save, it takes 1d8 force damage per psi point spent 
  and is pushed up to 5 feet per point spent in a straight line away 
  from the urophion. On a successful save, it takes half as much 
  damage. 
   
  Move (2–7 psi) 
  The urophion chooses one object it can see within 60 feet that 
  isn’t being worn or carried by another creature and that isn’t 
  secured in place. It can’t be larger than 20 feet on a side, and its 
  maximum weight depends on the psi points spent on this ability, 
  as shown below. 
   
  Psi Spent  
   
  Maximum 
  Weight 
  Bludgeoning 
  Damage 
  2 
  25 lbs. 
  2d6 
  3 
  50 lbs. 
  4d6 
  5 
  250 lbs. 
  6d6 
  6 
  500 lbs. 
  7d6 
  7 
  1,000 lbs. 
  8d6 
   
   
   
  As an action, the urophion moves the object up to 60 feet, and it 
  must keep the object within sight during this movement. If the 
  object ends this movement in the air, it falls. If the object would 
  fall on a creature, the creature must succeed on a DC 10 
  Dexterity saving throw or take damage as listed on the table 
  below. 
   
  Telekinetic Barrier (3 psi; conc., 10 min.) 
  As an action, the urophion creates a transparent wall of 
  telekinetic energy, at least one portion of which must be within 
  60 feet. The wall is 40 feet long, 10 feet high, and 1 inch thick. 
  The wall lasts until the urophion’s concentration ends. Each 10-
  foot section of the wall has an AC of 10 and 10 hit points.  
   
  Grasp (3 psi; conc., 1 min.) 
  The urophion attempts to grasp a creature in telekinetic energy 
  and hold it captive. As an action, it chooses one creature it can 
  see within 60 feet. The target must succeed on a Strength saving 
  throw or be grappled by the urophion until its concentration 
  ends or until the target leaves its reach, which is 60 feet for this 
  grapple. 
  The grappled target can escape by succeeding on a 
  Strength(Athletics) or Dexterity(Acrobatics) check contested by 
  the urophion’s Intelligence modifier (+3) plus its proficiency 
  bonus (+3). When a target attempts to escape in this way, the 
  urophion can spend psi points to boost its check, abiding by 
  its psi limit. It gains a +1 bonus per psi point spent. 
  While a target is grappled in this manner, the urophion can 
  create one of the following effects as an action:  
  Crush (1–7 psi). 
  The target takes 1d6 bludgeoning damage per psi point spent. 
  Move (1–7 psi). 
  You move the target up to 5 feet per psi point spent. You can 
  move it in the air and hold it there. It falls if the grapple ends. 
   
   
   
   
   
   
   
   
   
   
  DUNGEONS & DRAGONS, D&D, Wizards of the Coast, Forgotten Realms, the dragon ampersand, 
  Player’s Handbook, Monster Manual, Dungeon Master’s Guide, D&D Adventurers League, all 
  other Wizards of the Coast product names, and their respective logos are trademarks of Wizards 
  of the Coast in the USA and other countries. All characters and their distinctive likenesses are 
  property of Wizards of the Coast. This material is protected under the copyright laws of the 
  United States of America. Any reproduction or unauthorized use of the material or artwork 
  contained herein is prohibited without the express written permission of Wizards of the Coast. 
   
  This work contains material that is copyright Wizards of the Coast and/or other authors. Such 
  material is used with permission under the Community Content Agreement for Dungeon Masters 
  Guild.  
   
  All other original material in this work is copyright [2017] by Damion “Doc” Meany and Mean-eye 
  Creations and published under the Community Content Agreement for Dungeon Masters Guild. 
   
  For Personal Use Only – Not for Reproduction 
  U 
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/3rd Party/DMsGuild/Damion Meany - Improved Enemies - Week 3 - Urophion.pdf