Wasteland Guru
A wasteland guru walks a line of country and talks to the people on it. She reaches conclusions about water, movement and intent that are right often enough to be worth paying for. The settlements no longer ask whether her visions are real. She takes food as payment and refuses a seat on any council.
- Physiology
- Humanoid
- Size
- Medium
- Speed
- 30 ft.
- Armor class
- 14
- Hit points
- 99 (18d8 + 18)
- Proficiency
- +3
- STR 10 +0 save +0
- DEX 14 +2 save +2
- CON 13 +1 save +1
- INT 14 +2 save +2
- WIS 20 +5 save +8
- CHA 17 +3 save +6
- Skills
- Insight +8 , Perception +8 , Survival +8
- Passive Perception
- 18
- Senses
- darkvision 60 ft., telepathy 60 ft.
- Languages
- Common, Myr
Traits
-
Land Sense
The guru knows where the water is, where people have moved and who is coming, within a day's walk.
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Wanderer
The guru will not accept a position, a title or a permanent place, and attempts to hold her somewhere fail within a week.
Actions
-
Multiattack
The guru uses Mind Lance twice.
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Mind Lance
+8 to hit · medium range
3d8 + 5 psychic damage
-
Dire Vision
One creature within 60 feet makes a DC 16 Wisdom save. On a failure it takes 6d8 psychic damage and is Frightened for 1 minute as it is shown what is coming.
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Steady Allies
Up to three allies within 30 feet gain 15 temporary hit points and advantage on their next saving throw.
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Misdirect Reaction
When targeted by an attack she can see, the guru makes the attacker reroll with disadvantage.