Psylocke, the Crimson Lotus
Medium humanoid (mutant), chaotic neutral
Armor Class 26 (Psionic Defense)
Hit Points 1,250 (50d10 + 750)
Speed 80 ft., fly 120 ft. (telekinetic glide)
STR 28 (+9) | DEX 32 (+11) | CON 30 (+10) | INT 22 (+6) | WIS 26 (+8) | CHA 30 (+10)
Saving Throws Str +19, Dex +21, Con +20, Wis +18, Cha +20
Skills Acrobatics +21, Insight +18, Perception +18, Stealth +21
Damage Resistances Psychic, Force, Necrotic, Radiant
Damage Immunities Poison, Psychic; Nonmagical Bludgeoning, Piercing, and Slashing
Condition Immunities Charmed, Frightened, Paralyzed, Poisoned, Stunned
Psionic Awareness. Psylocke can sense creatures with Intelligence 6 or
higher within 1 mile and their emotions within 300 feet.
Telekinetic Grace. She can move objects and creatures with her mind. She
is always under the effects of the fly spell (hovering) and ignores difficult
terrain. She can move creatures and objects weighing up to 10,000 lbs as a
bonus action.
Psionic Regeneration. At the start of her turn, Psylocke regains 50 hit
points unless she is reduced to 0 hit points.
Mind Over Matter. Psylocke uses her Charisma modifier for her attack and
damage rolls instead of Strength or Dexterity.
Supernatural Reflexes. She may take two reactions per round.
Actions
Multiattack. Psylocke makes five attacks with her Psychic Blade or Psionic
Assault.
Psychic Blade. Melee Weapon Attack: +21 to hit, reach 10 ft., one target.
Hit: 4d12 + 11 psychic damage. The target makes a DC 28 Intelligence saving throw or is
stunned until the end of Psylocke’s next turn.
Psionic Assault (Recharge 5–6). Psylocke targets a creature within 120 feet.
The target must make a DC 28 Intelligence saving throw or take 100 (10d12)
psychic damage and become incapacitated for 1 minute. The target repeats
the save at the end of each of its turns.
Mind Shredder (Mythic Trait). When first reduced to 0 HP, Psylocke regains
600 HP and gains a second health pool. In this form, she can use Mind
Shredder Slash:
● Mind Shredder Slash. Melee Weapon Attack: +21 to hit, reach 15 ft., one target. Hit:
8d12 + 11 psychic damage, and the target must make a DC 30 Intelligence saving
throw or take 100 psychic damage at the start of each of its turns for 1 minute.
Legendary Actions (3 per round)
Psylocke can take up to three legendary actions, choosing from the options below:
● Psychic Step. Psylocke teleports up to 120 feet.
● Mind Blade Barrage (Costs 2 Actions). Psylocke makes three Psychic Blade attacks.
● Telekinetic Slam (Costs 2 Actions). She lifts a creature or object within 60 feet and
hurls it up to 300 feet. It takes 8d10 force damage upon impact.
● Crimson Lotus Execution (Costs 3 Actions). Psylocke phases through a target within
30 feet, slashing them with pure psionic force. The target makes a DC 30 Intelligence
save or takes 150 psychic damage and is paralyzeduntil the end of Psylocke’s next
turn.
Lair Actions (If in a Psychic Plane or Focused Meditation)
On initiative count 20 (losing ties), Psylocke can use one of the following:
● Psionic Overload. All enemies in her lair must make a DC 28 Intelligence save or take
50 psychic damage and have disadvantage on attacks for 1 round.
● Mind Wipe. One creature she chooses forgets everything about Psylocke and its
immediate surroundings for 1 minute.
"You were already dead the moment you stepped into my mind."
Psylocke (Kwannon)
Medium humanoid (mutant), lawful neutral
Armor Class 20 (Psionic Combat Precognition)
Hit Points 350 (20d10 + 200)
Speed 50 ft.
STR 22 (+6) | DEX 26 (+8) | CON 22 (+6) | INT 16 (+3) | WIS 20 (+5) | CHA 18
(+4)
Saving Throws Str +13, Dex +15, Wis +12
Skills Acrobatics +15, Perception +12, Stealth +15, Insight +12, Intimidation +11
Damage Resistances Psychic, Force, Necrotic
Damage Immunities Poison, Psychic
Condition Immunities Charmed, Frightened, Poisoned
Senses Darkvision 120 ft., Passive Perception 22
Languages Common, Telepathy 120 ft.
Psionic Mastery.
Psylocke’s attacks and abilities ignore resistance to psychic damage, and creatures immune to
psychic damage take half damage instead.
Martial Adept.
Psylocke is a master of unarmed strikes, swords, and acrobatics. She has three reactions per
round and can use them for opportunity attacks or defensive maneuvers.
Psionic Reflexes.
Psylocke can use her reaction to teleport up to 30 feet when an enemy targets her with an
attack, imposing disadvantage on the attack.
Legendary Resistance (3/Day).
If Psylocke fails a saving throw, she can choose to succeed instead.
Actions
Multiattack. Psylocke makes three attacks with her Psychic Blade or Unarmed Strikes.
Psychic Blade. Melee Weapon Attack: +15 to hit, reach 10 ft., one target.
● Hit: 27 (4d8 + 8) psychic damage. The target must make a DC 20 Intelligence saving
throw or be stunned until the start of Psylocke’s next turn.
Unarmed Strike. Melee Weapon Attack: +15 to hit, reach 5 ft., one target.
● Hit: 20 (3d8 + 8) force damage.
Mind Slash (Recharge 5–6).
Psylocke lashes out with raw psionic power in a 30-foot cone. Each creature in the area must
make a DC 20 Intelligence saving throw, taking 55 (10d10) psychic damage on a failed save, or
half as much on a success.
Psionic Reaver (1/Day).
Psylocke concentrates her full psionic energy into a devastating strike. One creature within 10
feet must make a DC 22 Intelligence saving throw. On a failure, the target takes 110 (20d10)
psychic damage and is incapacitated until the end of Psylocke’s next turn. On a success, the
target takes half damage and is not incapacitated.
Bonus Actions
Shadow Teleport.
Psylocke teleports up to 60 feet to an unoccupied space she can see. She gains advantage on
her next attack before the end of her turn.
Psionic Shroud.
Psylocke surrounds herself with a field of psionic energy, granting her resistance to all damage
except psychic until the start of her next turn.
Legendary Actions
Psylocke can take 3 legendary actions, choosing from the options below. She can take only
one legendary action at a time and only at the end of another creature’s turn. She regains spent
legendary actions at the start of her turn.
● Psychic Blink. Psylocke teleports up to 30 feet.
● Psionic Slash. Psylocke makes a Psychic Blade attack.
● Mental Overload (Costs 2 Actions). Psylocke targets one creature she can see within
60 feet. The target must make a DC 20 Intelligence saving throw or take 36 (8d8)
psychic damage and be blinded until the end of its next turn.
Lair Actions (Optional for Extra Challenge)
When fighting in a place infused with psychic energy (like the Astral Plane or a psionically
charged battlefield), Psylocke can use lair actions. On initiative count 20 (losing ties), she can
take one of the following lair actions:
● Psionic Surge. All creatures of her choice within 30 feet must make a DC 18
Intelligence saving throw or be stunned until the end of their next turn.
● Telekinetic Crush. A creature within 60 feet must make a DC 20 Strength saving throw
or be restrained for 1 minute. The target can repeat the save at the end of each of its
turns.
● Shadow Form. Psylocke becomes partially insubstantial until initiative count 20 on the
next round, gaining resistance to all damage except force and psychic.
Tactics
● Psylocke opens combat with Mind Slash to disable weaker foes.
● She uses Shadow Teleport for positioning and strikes key targets with her Psychic
Blade.
● Against spellcasters, she prioritizes Psionic Reaver to incapacitate them.
● If pressed, she uses Psionic Shroud and Teleport to reposition defensively.
CR 20 (115,000 XP)
A legendary assassin and psionic warrior, Psylocke blends deadly martial prowess with
overwhelming mental force. Fighting her is like battling a living nightmare—every strike is a
psychic assault, and every thought is a battleground.
Iron Man Model 51 Prime Armor
Gargantuan Construct (Artificial), Lawful Neutral
Armor Class 24 (Nanite-Adaptive Armor)
Hit Points 400 (25d12 + 250)
Speed 60 ft., fly 150 ft. (hover)
STR 28 (+9) | DEX 22 (+6) | CON 30 (+10) | INT 24 (+7) | WIS 18 (+4) | CHA 16 (+3)
Saving Throws Str +16, Dex +13, Con +17, Int +14
Skills Perception +11, Investigation +14, Arcana +14, Insight +11
Damage Resistances Force, Radiant, Thunder, Cold, Psychic
Damage Immunities Poison, Necrotic, Fire, Nonmagical Bludgeoning/Piercing/Slashing
Condition Immunities Charmed, Frightened, Paralyzed, Poisoned, Stunned, Exhaustion
Senses Truesight 120 ft., Darkvision 300 ft., Passive Perception 21
Languages All languages known to its creator, telepathic uplink within 1 mile
Challenge 20 (25,000 XP)
Nanite-Adaptive Armor.
At the start of each of its turns, the Iron Man Armor can choose one damage resistance to
become an immunity until the start of its next turn.
Arc Reactor Power Core.
The suit never tires and has unlimited power. It automatically succeeds on Constitution saving
throws against exhaustion or environmental effects.
Flight Stabilizers.
It has advantage on Dexterity saving throws against effects that would knock it prone or reduce
its movement.
Repulsor Field (3/Day).
As a reaction, the suit can generate a kinetic pulse, forcing all creatures within 30 feet to make a
DC 24 Strength saving throw or be pushed 20 feet and knocked prone.
Hyper-Reactive Combat AI.
The suit can take two reactions per round.
Actions
Multiattack.
The armor makes three attacks: one with its Repulsor Blasts, one with its Micro-Missiles, and
one with its Unibeam (if available).
Repulsor Blasts. (Recharge 5-6)
Ranged Weapon Attack: +14 to hit, range 150/600 ft., one target.
Hit: 36 (6d10) force damage. On a critical hit, the target must make a DC 22 Strength saving
throw or be pushed 30 feet.
Micro-Missiles.
Ranged Weapon Attack: +14 to hit, range 300 ft., up to 5 creatures in a 30-foot radius.
Hit: 28 (4d8 + 10) fire damage. Targets within 10 feet of impact must make a DC 22 Dexterity
saving throw or take half damage.
Unibeam. (Recharge 6)
The chest-mounted Arc Reactor fires a devastating beam in a 150-foot line that is 10 feet
wide. Each creature in that area must make a DC 24 Dexterity saving throw, taking 80
(16d10) radiant damage on a failed save, or half as much on a success.
Grapple Restraint. (Recharge 5-6)
The suit launches nano-tendril restraints at a creature within 60 feet. The target must make a
DC 22 Strength saving throw or be grappled and restrained until the start of the suit’s next
turn.
Legendary Actions (3 per round)
The Iron Man Armor can take three legendary actions, choosing from the options below. Only
one legendary action can be used at a time, and only at the end of another creature's turn. It
regains spent legendary actions at the start of its turn.
● Repulsor Dash. The suit moves up to its flying speed without provoking opportunity
attacks.
● Tactical Scan. The suit targets a creature it can see within 120 feet, analyzing their
movements. The next attack against that creature has advantage.
● Countermeasure Blast. The suit fires a countermeasure, forcing a creature that
attacked it to make a DC 22 Dexterity saving throw or be blinded until the end of its
next turn.
Lair Actions (If in Home Base or Orbital Station)
On initiative count 20 (losing initiative ties), the Iron Man Armor can take a lair action:
● Activate Automated Sentry Drones, which make two Repulsor attacks.
● Create a hard-light shield, giving itself +4 AC until the next initiative count 20.
● Trigger an EMP Pulse, forcing all non-magical technological items within 120 feet to
make a DC 22 Constitution saving throw or be disabled for 1 minute.
Iron Man (Model 51 Prime Armor)
Gargantuan Construct (Titan), Lawful Good
Armor Class 28 (Prime Armor)
Hit Points 1,250 (50d20 + 500)
Speed 80 ft., fly 240 ft. (hover)
STR DEX CON INT WIS CHA
30 (+10) 28 (+9) 30 (+10) 30 (+10) 24 (+7) 26 (+8)
Saving Throws Str +19, Dex +18, Con +19, Int +19, Wis +16, Cha +17
Skills Arcana +19, Insight +16, Investigation +19, Perception +16, Persuasion +17, Technology
(Int) +19
Damage Resistances Thunder, Force, Psychic
Damage Immunities Poison, Fire, Lightning, Cold, Radiant, Necrotic; Bludgeoning, Piercing,
and Slashing from nonmagical attacks
Condition Immunities Charmed, Frightened, Poisoned, Stunned, Exhaustion, Paralyzed
Senses Truesight 120 ft., Darkvision 300 ft., Passive Perception 26
Languages All (Universal Translator)
Challenge 30 (155,000 XP)
Legendary Resistance (3/Day).
If Iron Man fails a saving throw, he can choose to succeed instead.
Prime Armor.
Iron Man’s suit is built with nanotechnology, allowing instant self-repair, adaptation, and
weapons transformation. If reduced to 0 hit points, he instead drops to 1 hit point and regains
500 HP at the start of his next turn (once per long rest).
Flight Stabilizers.
Iron Man hovers effortlessly. His movement and attacks do not provoke opportunity attacks.
Energy Absorption.
If Iron Man takes lightning, radiant, or force damage, he instead gains temporary hit points equal
to half the damage taken.
Repulsor Shielding (Recharge 5-6).
As a reaction, Iron Man can generate a force field around himself or an ally within 30 ft.,
reducing damage taken by 100 until the start of his next turn.
Actions
Multiattack.
Iron Man makes four attacks with his Repulsors, Unibeam, or Nano-Blades in any
combination.
Repulsors. Ranged Weapon Attack: +19 to hit, range 300 ft., one target.
Hit: 80 (10d10 + 10) force damage.
Unibeam (Recharge 5-6). Ranged Weapon Attack: +19 to hit, 200-ft. line, 10
ft. wide.
Hit: 150 (20d10 + 10) radiant damage.
Nano-Blades. Melee Weapon Attack: +19 to hit, reach 10 ft., one target.
Hit: 90 (12d10 + 10) slashing damage plus 40 (5d10) necrotic or radiant damage.
Smart Micro-Missiles (Recharge 4-6).
Iron Man launches 10 micro-missiles at up to 10 creatures within 500 feet. Each target must
make a DC 27 Dexterity saving throw, taking 50 (10d10) force damage on a failed save, or
half as much on a success.
EMP Overload (1/Day).
Iron Man emits a 100-ft. EMP burst. All constructs, technological devices, and magic items
within range are disabled for 1 minute, unless they succeed on a DC 27 Constitution saving
throw.
Legendary Actions
Iron Man can take 3 legendary actions, choosing from the options below.
● Flight Dash. Iron Man moves up to his fly speed without provoking opportunity attacks.
● Target Analysis. Iron Man scans a target within 120 feet, gaining advantage on all
attacks against them until the end of his next turn.
● Repulsor Barrage (Costs 2 Actions). Iron Man fires two additional Repulsor attacks.
● Unibeam Pulse (Costs 3 Actions). Iron Man fires a weakened Unibeam, dealing 75
(10d10 + 10) radiant damagein a 60-ft. line.
Lair Actions (Optional, in Stark Tech Base)
On initiative count 20 (losing initiative ties), Iron Man can use one of the following lair actions:
● Autonomous Drones: Deploys 4 Iron Legion Drones (CR 10 each).
● Holographic Projections: Creates 5 illusory duplicates (as Mirror Image).
● Turret Defense Grid: Laser turrets fire at up to 3 creatures, each making a +14 to hit
attack dealing 40 force damage.
Tactics
Iron Man in Model 51 Prime Armor is a hyper-adaptive combatant. He uses speed, strategy,
and technology to dominate. He starts with target scanning, evades melee enemies, and
punishes foes with Unibeams and Repulsor Barrages. If threatened, he deploys Repulsor
Shielding and EMP Overload.