Far-Touched Experiment

Local survivors speak of a research program that probed the outer spaces of thought. Those who returned did not return whole. Some say the warped are messengers of a far void. Scholars disagree on whether they are victims who retained some humanity, agents of the void, or evolving new species.

MediumHumanoid(Human Aberration)CR 1Chaotic Neutral

Far-Touched Experiment

AberrationTelepathicFormer-HumanExperimental
HP27AC13SPD30 ft.CR1 (200 XP)PerceptionArcanaInsight
STR
12
DEX
14
CON
12
INT
10
save
WIS
11
save
CHA
8
Far-Touched Presence. The warped person radiates a faint telepathic hum. Creatures that start their turn within 10 feet of the warped person must succeed on a Wisdom saving throw or gain one level of short-term madness, causing a random minor effect for 1 minute. A creature that succeeds on the save is immune to this trait for 24 hours.
Telepathic Grasp. The warped person can use Telepathic Grasp to attempt to read surface thoughts and impose a brief compulsion. As an action it targets one creature within 60 feet that can see and hear it. The target must succeed on a Wisdom saving throw or be charmed for 1 round and have disadvantage on attack rolls until the end of its next turn. The warped person can use this trait three times, regaining all expended uses after a long rest.
Aberrant Tenacity. The warped person is resistant to psychic damage and cannot be charmed. It has disadvantage on saving throws against radiant spells and effects.
Warped Claw. Melee Weapon Attack: to hit, reach 5 ft., one target. Hit: 6 () slashing damage plus 3 () psychic damage. If the target is a creature, it must succeed on a Wisdom saving throw or be stunned until the end of its next turn.
Mindlash. Ranged Spell Attack: to hit, range 30 ft., one creature. Hit: 7 () psychic damage and the target takes disadvantage on the next attack roll it makes before the end of its next turn.
Backlash Murmur. If a creature within 30 feet hits the warped person with a melee attack, the warped person may force the attacker to make a Wisdom saving throw. On a failure the attacker is slowed, their speed halved until the end of their next turn.
Cantrips
Innate Far-Touched MagicEnchantment and Illusion The warped person can innately cast the following spells, requiring no material components. Spellcasting ability is Charisma (spell save DC 12, +4 to hit with spell attacks). 1/day each: detect thoughts, calm emotions. At will: disguise self (self only), minor illusion (cantrip equivalent for simple sensory image).
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