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Overview | Combat |
This page focuses on Orpheus's behavior during turn-based combat gameplay.
Attacks and abilities
Githyanki form
Orpheus has the Orphic Favour Aura, giving all allies within 60ft/18m of him the Orphic Favour condition.
In his githyanki form, Orpheus is a Way of the Four Elements Monk and has the following abilities:
- Greater Invisibility ()
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Turn a creature Invisible. Attacks against it have Disadvantage. It attacks with Advantage.
- Range: 1.5 m / 5 ft
- Sanctuary ()
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You or an ally cannot be targeted until you attack or harm a creature. You can still take damage from area spells.
Until the affected entity attacks or harms another creature, it cannot be targeted by enemy attacks. However, it can still take damage from spells that influence a larger area.
- Range: 18 m / 60 ft
- Dimension Door ()
- Teleport yourself and up to one adjacent ally to a place you can see. The ally cannot be larger than Medium.
- Range: 2 m / 7 ft
- Telekinesis ()
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Throw a creature or object up to 18 m / 60 ft with a thought. Once per turn, you can use Telekinesis again without expending a Spell Slot.
Heavier items deal more damage.
- Globe of Invulnerability ()
- Create a barrier that makes creatures and objects inside it Immune to all damage.
- Range: 18 m / 60 ft
- AoE: 3 m / 10 ft (Radius)
- Misty Step ()
- Surrounded by silver mist, you teleport to an unoccupied space you can see.
- Range: 18 m / 60 ft
- Enhance Leap ()
- Triple a creature's Jumping distance.
- Melee: 1.5 m / 5 ft
- Stunning Strike (Unarmed) ()
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1d6 (1~6) + Strength or Dexterity modifier Bludgeoning
Spend a Ki Point to deal normal unarmed damage and possibly Stun the target.
- Stunning Strike (Melee) ()
- Normal weapon damage Spend a Ki Point to deal normal weapon damage and possibly Stun the target.
- Harmony of Fire and Water ()
- While not in combat, regain half of your Ki Point (rounded down).
- Recharge: Long rest
- Fist of Unbroken Air ()
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3d10 (3~30) Bludgeoning
Push the target back 6 m / 20 ft and knock it Prone.
- Flurry of Blows ()
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1d4 (1~4) + Strength or Dexterity modifier Bludgeoning+1d4 (1~4) + Strength or Dexterity modifier Bludgeoning
Punch twice in quick succession.
- Melee: 1.5 m / 5 ft
- Unarmed Strike ()
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Hit a target with your bare fists.
- Melee: 1.5 m / 5 ft
- Flames of the Phoenix ()
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8d6 (8~48) Fire
Shoot a bright flame from your fingers that explodes upon contact, torching everything in the vicinity
Illithid form
If he undergoes ceremorphosis, Orpheus will have all the statistics (save his INT, WIS and CHA scores, which remain the same) and powers of a full-illithid. As well as gaining illithid passives, he will retain his original monk passives (but not abilities). The full-illithid ability Permanent Mind Sanctuary, allows Orpheus to use actions and bonus actions interchangeably.
Orpheus possesses the following illithid abilities:
- Levitate (Illithid Power) ()
- Float effortlessly to a destination.
- Range: 18 m / 60 ft
- Recharge: Per Turn
- Tentacle Whip ()
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2d10 + 4 (6~24) Psychic
Lash out with your tentacles and possibly Stun your target.
- Potent Concentrated Blast ()
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9d6 (9~54) Psychic+9d6 (9~54) hit points
Blast a creature with sapping psychic energy. If the target was concentrating on a spell, you heal equal to the damage dealt.
- Range: 9 m / 30 ft
- Recharge: Per Turn
- Mind Blast ()
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4d8 (4~32) + Spellcasting modifier Psychic
Spew forth a conical wave of psychic energy and possibly Stun targets within.
- Extract Brain ()
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10d10 (10~100) + Strength or Dexterity modifier Piercing+6d6 (6~36) hit points
Try to extract the brain of a Stunned or Unconscious creature.
- Melee: 1.5 m / 5 ft
- Recharge: Per Turn
- Mind Sanctuary ()
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Sculpt a magical nexus that allows those within to take actions and bonus actions interchangeably.
- Range: 9 m / 30 ft
- Recharge: Long rest
- Strengthened Force Tunnel ()
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3d10 + 4 (7~34) Force
Charge forward, pushing all objects and creatures in your path 12 m / 40 ft away from you.
- Augmented Shield of Thralls ()
- Conjure a volatile shield around yourself or an ally, granting the target 25 temporary hit points. If these temporary hit points are lost due to incoming damage, the shield bursts and Stuns nearby foes. Can only have temporary hit points from one source.
- Range: 9 m / 30 ft
- Nebulous Black Hole ()
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3d10 + 4 (7~34) Force
Create a point of intense gravity that pulls in all nearby enemies and possibly Slows them.
- Synaptic Consumption ()
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2d10 (2~20) hit points
Devour your foe, lowering all of their Ability Scores initially by 5, and by 1 each subsequent turn. Additionally, you regain 2~20hit points per turn. This lasts for 5 turns, after which the target is left Prone
- Fierce Perilous Stakes ()
- Grant an ally an additional 15Psychic damage, healing 2~16hit points when they attack. They become Vulnerable to all damage for the duration of this effect.
- Range: 9 m / 30 ft
- Fracture Psyche ()
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Invade a target's mind and disrupt its defences. The target's Armour Class is reduced by 1.
If the target dies while its psyche is fractured, you can cast Shatter Psyche on another target.
- INT Save
- Range: 9 m / 30 ft
- Recharge: Short rest
- Displacer Beast Shape ()
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Transform into a displacer beast that can Displace itself and enemies, and has 85 hit points.
You take on the attributes of a displacer beast, but maintain your Intelligence, Wisdom, and Charisma scores.
When your displacer beast form drops to 0 hit points, you revert to your original form.
- Recharge: Long rest
- Stage Fright ()
- Your targets have Disadvantage on Attack Rolls and take 2~12Psychic damage each time they miss.
- WIS Save
- Range: 18 m / 60 ft
- AoE: 6 m / 20 ft (Radius)
- Recharge: Short rest
- Transfuse Health ()
- Sacrifice half your remaining hit points to heal a target for the same amount.
- Range: 9 m / 30 ft
- Recharge: Per Turn
- Psionic Overload ()
- Your attacks deal an additional 1d4Psychic damage, but you take 1d4Psychic damage every turn.
- Range: Self
- Recharge: Short rest
Illithid Orpheus also possesses the unique endgame ability:
- Karsus' Compulsion ()
- Channel the stones' magic to control the Crown of Karsus and dominate the Netherbrain. The caster must channel this spell until their next turn for it to take effect.
- Range: 6 m / 20 ft