b'Psychic, Weak \n'b'  Medium   humanoid ,  any alignment  \n'b'  Armor Class  16 \n'b' Hit Points  Henchman \n'b' Speed  30 ft.\n'b' STATS STR: 13 (+1) DEX:  14 (+2)  CON:  12 (+1)  INT:  12 (+1)  WIS:  14 (+2)  CHA:  15 (+2)  \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b'  Saving Throws   Wis  +4,  Cha  +4 \n'b' Skills   Persuasion  +4 \n'b' Senses  passive  Perception  14 \n'b' Languages  Terran \n'b' Challenge  1 (200 XP) \n'b' SPECIAL TRAITS \n'b'\n'b'  Powers . The psychic\xe2\x80\x99s power ability is  Charisma  (power save DC 12). The psychic can use the following powers. \n'b'  At-will : minor  telekinesis  1/day each:  command ,  detect thoughts  \n'b'\n'b' ACTIONS \n'b'\n'b'  Psionic Punch .  Melee or Ranged Power Attack : +4 to hit, reach 5 ft. or range 30/60, one target.  Hit : 7 (1d10 + 2) psychic damage. \n'b'  Psionic Disorientation (Recharge 5-6) . The psychic releases psionic energy or verbal command to disorient up to three creatures of its choice that it can see within 60 feet. Each creature must make a DC 12  Charisma  saving throw. On a failure, when the creature makes an  attack  roll or a saving throw before the end of the psychics next turn, the target must roll a d4 and subtract the number rolled from the  attack  roll or saving throw. \n'b'\n'b' ABOUT \n'b' Weak psychics are just discovering their mental prowess. They have yet to develop them into a reliable and powerful tool. They are limited to moving small objects with their mind and disorienting their foes.'