Narai Ancient: Difference between revisions

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| colspan="3" |'''Immune''' Psychic, Psionic, [[Arcane]], [[Occult]]
| colspan="3" |'''Immune''' Psychic, Psionic, [[Arcane]], [[Occult]]
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| colspan="3" |'''Hit Points''' 15
| colspan="3" |'''Hit Points''' 350
| colspan="3" |'''Vulnerable''' [[Primal]] 1, [[Divine]] 1 '''DT'''  20
| colspan="3" |'''Vulnerable''' [[Primal]] 1, [[Divine]] 1 '''DT'''  20
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'''Psionic City.''' The Narai Ancient can cast [[Assembly]] at will, but is limited to only assembling structures on its own bulbous head.
'''Psionic City.''' The Narai Ancient can cast [[Assembly]] at will, but is limited to only assembling structures on its own bulbous head.


'''Psion.''' Using END, the Narai Ancient can cast the following psionic spells innately.
'''Psion.''' Using END, the Narai Ancient can cast the following [[Psionic Spells|psionic spells]] innately.


(At Will) [[Lesser Telekinesis]], [[Psychonavigation]]
(At Will) [[Lesser Telekinesis]], [[Psychonavigation]]
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'''Electromagnetic Psychokinetic Field.''' No creature within 60 ft of the Narai Ancient can be Charmed or Enthralled.
'''Electromagnetic Psychokinetic Field.''' No creature within 60 ft of the Narai Ancient can be Charmed or Enthralled.
'''Electric Body.''' When a creature hits the Narai with a melee attack, it must make a DC 20 END check. If it fails, the creature’s turn immediately ends.
'''Penetrating.''' The Narai crits on a roll of 19-20.
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! colspan="6" |[[Actions]]
! colspan="6" |[[Actions]]