17 (mind armor)
90 (12d8 + 36)
30 ft.
Insight +7, Nature +4, Perception +7, Religion +4
psychic
Common and two others, telepathy 60 ft.
6
The mystic's innate spellcasting ability is Wisdom (spell save DC 15). The mystic can innately cast the following spells, requiring no components • At will: blade ward, mage hand, message • 2/Day each: blur, darkvision, see invisibility, shield • 1/Day each: counterspell, feather fall, haste, telekinesis
The mystic is immune to any effect that would sense its emotions or read its thoughts, as well any divination spell that it refuses. Wisdom (Insight) checks made to ascertain the mystic's intentions or sincerity have disadvantage.
The mystic has advantage on saving throws against being charmed or frightened, and magic can't put the mystic to sleep.
The mystic has mind armor and can add its Constitution and Wisdom modifiers to its AC.
The mystic uses its Wisdom modifier for psychic attacks.
When the mystic suffers a critical hit or is reduced to 0 hit points, psychic energy erupts from its frame to deal 10 (3d6) psychic damage to each creature within 10 feet of it.
The mystic makes two attacks.
Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) psychic damage.
Ranged Weapon Attack: +7 to hit, range 30/80 ft., one target. Hit: 8 (1d8 + 4) psychic damage.