Ability Scores
Core attributes and their modifiers.
Overview
Movement
Senses
Saving Throws
Skills
Languages
Common, Void Speech
Resistances & Immunities
Traits
Keeper of Secrets
The satarre mystic has advantage on all Intelligence (Arcana) checks related to the planes and planar travel.
Levitate
As a bonus action, a mystic can rise or descend vertically up to 10 feet and can remain suspended there. This trait works like the levitate spell, except there is no duration, and the mystic doesn’t need to concentrate to continue levitating each round.
Planar Commander
As a bonus action, the mystic commands an angel, elemental, or fiend ally within 30 feet of it to use a reaction to make one attack against a creature that dealt damage to the mystic in the previous round.
Void Fortitude
If damage reduces the satarre mystic to 0 hp, it must make a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is radiant or from a critical hit. On a success, the satarre mystic drops to 1 hp instead.
Void Weapons
The satarre’s weapon attacks are magical. When the satarre hits with any weapon, the weapon deals an extra 1d8 necrotic damage (included in the attack).
Actions
Multiattack
The satarre mystic makes two void claw attacks. Alternatively, it can use Void Bolt twice.
Unveil
The mystic unveils a darker reality to up to three creatures it can see within 30 feet of it. Each target must succeed on a DC 13 Wisdom saving throw or be frightened until the end of its next turn.
Void Bolt
+5 to hit, range 50 ft (15.2 m). Hit: 2d8 necrotic damage.
Ranged Spell Attack: +5 to hit, range 50 ft., one target. Hit: 9 (2d8) necrotic damage.
Void Claw
+4 to hit, reach 5 ft (1.5 m). Hit: 1d6+2 plus 1d8 necrotic damage.
Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) slashing damage plus 4 (1d8) necrotic damage. The target must succeed on a DC 13 Constitution saving throw or its speed is reduced by 10 feet until the end of its next turn.
Reactions
Void Deflection
When a creature the mystic can see targets it with a ranged spell attack, the mystic can attempt to deflect the spell. The mystic makes a Constitution saving throw. If the result is higher than the attack roll, the mystic is unaffected by the spell.
About Mystic
Mystic is a medium humanoid with a Challenge Rating of 3. It has a neutral evil alignment.
In combat, this creature maintains an Armor Class of 14 and possesses 75 hit points (derived from 10d8+30).
Mystic has communication capabilities including Common, Void Speech. This allows it to interact verbally with various creatures and characters.
GM Tips: Using Mystic
2 tips available
GM Tips: Using Mystic
When using Mystic in your D&D 5e campaign, consider these tactical approaches:
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Mid-level Encounter: Ideal for parties levels 3-8 as solo or small groups
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Terrain Advantage: Use terrain to offset moderate combat abilities
Player Guide: Facing Mystic
2 strategies available
Player Guide: Facing Mystic
When your party encounters this creature, keep these strategies in mind:
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Moderate Threat: Prepare standard combat tactics
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Tactical Advantage: Use terrain and positioning
Encounter Building Calculator
Encounter Building Calculator
Standard Party Encounter (4-5 characters):
This creature is a medium encounter for a party of 4 characters of level 3.
Solo Encounter:
A single character of level 5 (up to level 20) can face this creature in a medium to hard encounter.
Experience Point Thresholds:
- Medium: 1,200 XP
- Hard: 1,800 XP
- Deadly: 2,400 XP
Based on D&D 5e Dungeon Master's Guide encounter building guidelines. CR roughly equals party level for medium encounters.
Frequently Asked Questions
Frequently Asked Questions
- What is the challenge rating of Mystic?
- Mystic has a Challenge Rating of 3, making it appropriate for parties of level 3.0.
- What type of creature is Mystic?
- Mystic is a Medium Humanoid, which affects how certain spells and abilities interact with it.
- What languages does Mystic speak?
- Mystic can communicate in Common, Void Speech.
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