Psychic Moves
Psychic Moves
Name Category AP Power Accuracy
Vicious Mockery Charisma 35 1d4 +0
You unleash a string of insults laced with subtle enchantments at a creature you can see within range. If the target can hear you (though it need not understand you), it must succeed on a Wisdom saving throw or take 1d4 psychic damage and have disadvantage on the next attack roll it makes before the end of its next turn
Dissonant Whispers Charisma 20 3d6 +0
The target must make a Wisdom saving throw. On a failed save, it takes 3d6 psychic damage and is returned to its Dungeonball and a different dungeonmon is dragged out at random, if able. If there is none avaiable it does not return to its Dungeonball. On a successful save, the target takes half damage and doesn't have to return to its Dungeonball. A deafened creature automatically succeeds on the save.
Phantasmal Killer Intelligence 5 4d10 +0
You tap into the nightmares of a creature you can see within range and create an illusory manifestation of its deepest fears, visible only to that creature. The target must make a Wisdom saving throw. On a failed save, the target becomes frightened for the duration. At the start of each of the target's turns before the spell ends, the target must succeed on a Wisdom saving throw or take 4d10 psychic damage. On a successful save, the spell ends.
Mental Wall Special 15 Special +0
This creature gains advantage on saving throws with Intelligence, Wisdom and Charisma until the end of battle.
Physical Ward Special 15 Special +0
This creature gains advantage on saving throws with Strength, Dexteriy and Constitution until the end of battle.
Sleepwave INT/CHA 30 Special +0
Target creature within 60ft must make a wisdom saving throw, on a failure the target is put to sleep and is unconscious. The creature can repeat the save at the start of its turn, ending the effect on a success.
Devour Intellect Intelligence 30 2d10 +0
Target one creature it can see within 10 feet of it that is asleep. The target must succeed on a Intelligence saving throw against this or take 2d10 psychic damage.
Mind Blast Intelligence 5 4d8 +0
The creature emits psychic energy in a 60-foot cone. Each creature in that area must succeed on a Intelligence saving throw or take 4d8 psychic damage and be Stunned for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Confusion Ray Intelligence 20 Special +0
Target a creature within 30ft, it must succeed on a Wisdom saving throw, or it can't take reactions until the end of its next turn and becomes confused. At the start of each of its turns, it can repeat the save. On a failure, the target cannot move or take actions, it then deals damage to itself equal 1d4 + its strength modifier. This effect lasts a number of rounds equal to your Intelligence modifier (min. 1) or until it succeeds on the saving throw.
Paralyzing Ray Intelligence 20 Special +0
Target a creature within 30ft, it must succeed on a Constitution saving throw or be Paralyzed. At the start of each of its turns, it can repeat the save. On a failure, the target cannot move or take actions, This effect lasts a number of rounds equal to your Intelligence modifier (min. 1) or until it succeeds on the saving throw.
Fear Ray Intelligence 20 Special +0
Target a creature within 30ft, it must succeed on a 13 Wisdom saving throw or be Frightened. At the start of each of its turns, it can repeat the save. On a failure, the can move closer and has disadvantage on attack rolls. This effect lasts a number of rounds equal to your Intelligence modifier (min. 1) or until it succeeds on the saving throw.
visible to the target, ending the effect on itself on a success.
Mind Ray Intelligence 20 3d10 +0
Target a creature within 30ft, it must make a Constitution saving throw, taking 3d10 psychic damage on a failed save, or half as much damage on a successful one.
Attack Reflector Special 10 Special +0
This creature creates a psychic mirror to prepare for an incoming attack. This attack always goes first. If this creature succeeds on saving throw or an Attack misses it, the creature can choose another creature (including the attacker) it can see within 30 feet of it. The attack targets the chosen creature instead. If the attack forced a saving throw, the chosen creature makes its own save. If the attack was an Attack Roll, the Attack roll is rerolled against the chosen creature.
Psychic Ray INT/CHA 5 8d8 +0
Target a creature within 30ft, it must make a Constitution saving throw, taking 8d8 psychic damage on a failed save, or half as much damage on a successful one.
Expeditious Step Special 30 Special +0
This creature gains +10 to its inititive rolls until the end of the battle.
Short Rest Special 10 Special +0
This creature falls asleep. It then regains all of its hit points. It awakens at the end of 2 turns not counting this one.
Teleport Special 20 Special
This allows you to teleport out of a battle with a wild dungeonmon. When out of battle it instantly transports you and up to eight willing creatures of your choice that you can see within range, to a DungiTemple you select. The destination you choose must be known to you, and it must be on the same plane of existence as you.
Mystic Bolt INT/CHA 25 2d6 +0
Make a Ranged attack at a target within 120ft. On a hit the target takes 2d6 psychic damage.
Shadow Slash Finesse 30 2d8 +0
Make a Melee attack, on a hit the target takes 2d8 psychic damage.
Psychic Strike Finesse 15 3d8 +0
Make a Melee Attack, on a hit, target creature takes 3d8 psychic damage.
Psychic Defense Wisdom 15 - +0
This creature increases its AC by its Wisdom Modifier. This effect lasts until the end of battle and this effect does not stack.
Dazing Ray: Intelligence 20 - +0
The targeted creature within 60ft must succeed on a Wisdom saving throw or be Charmed until the start of this creatures next turn. While the target is Charmed in this way, its speed is halved, and it has disadvantage on Attack rolls.
Psychic Claw. Finesse 20 1d8+2d6 +0
Make a Melee Attack, on a hit, target takes 1d8 slashing damage. If the Attack roll has advantage, the target also takes 2d6)psychic damage.
Flurry of Claws Finesse 5 Special +0
This creature makes six Psychic Claw attacks against one target. Either before or after these attacks, it can move up to its speed as a bonus actionâ without provoking Opportunity Attacks.