Telicanthus
Medium natural humanoid
Level 16 Elite Controller (Leader) XP 2800
Initiative +13 Senses Perception +11
Deathless Fanaticism aura 5; when a lower-level ally within the aura is reduced to 0 hit points, it dies if damaged again or at the end of its next turn—whichever comes first.
HP 308; Bloodied 154
AC 30; Fortitude 27, Reflex 28, Will 30
Saving Throws +2; +4 against charm effects
Speed 6, fly 6 (clumsy)
Action Points 1
(⚔) (➶) Mindhammer (standard, at-will) ✦ Psychic
Reach 2 or Ranged 10; +20 vs Will; 2d8+7 psychic damage, and the target is slowed until the end of the Telicanthus's next turn and pushed 2 squares.
⚔ ➶ Double Hammering (standard, at-will) ✦ Psychic
Telicanthus makes two mindhammer attacks
⚔ Force Switch (standard, recharge ⚄⚅) ✦ Force
Reach 4; targets two creatures; +20 vs Fortitude; 2d10+5 force damage, and the targets switch places. Telicanthus's allies take no damage from this attack.
⚔ Suffering Ties (standard, encounter) ✦ Psychic
+20 vs Fortitude; 1d10+7 psychic damage, and until the start of Telicanthus's next turn, attacks that hit Telicanthus deal half damage to Telicanthus and half to the target. Nondamaging effects such attacks impose affect the target instead. Any healing the target gains is halved between the target and Telicanthus.
ᗕ Binding Suggestions (standard, recharge 6 after being first bloodied) ✦ Psychic
Close burst 2; targets enemies; +18 vs Will; the target is dazed (save ends). Each turn the target starts dazed, Telecanthus can make a secondary attack against that target.
Secondary Attack +20 vs Will; the target takes 7 psychic damage and is dominated (save ends). Miss: The target takes 2d6 + 7 psychic damage.
Alignment Evil Languages Common, Deep Speech
Skills Bluff +23, Diplomacy +23, Insight +17
Str 12 (+9) Dex 17 (+11) Wis 18 (+12)
Con 18 (+12) Int 21 (+13) Cha 24 (+15)
Equipment: robes
Published in Dungeon Magazine 164, page(s) 112.