b'Far Wanderer \n'b'  Medium   aberration ,  neutral  \n'b'  Armor Class  14  Hit Points  88 (16d8 + 16)  Speed  30 ft.\n'b' STATS STR: 14 (+2) DEX:  18 (+4)  CON:  12 (+1)  INT:  17 (+3)  WIS:  11 (+0)  CHA:  10 (+0)  \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'     Saving Throws   Dexterity  +6  Skills   Arcana  +5,  Perception  +2,  Stealth  +6  Damage Resistances  cold  Condition Immunities   exhaustion ,  poisoned   Senses   darkvision  120 ft., passive  Perception  12  Languages  Common, Elvish, Sylvan  Challenge  3 (700 XP) \n'b' Special Traits \n'b'   Trader . The far wanderer understands the literal meaning of any spoken or written language it hears or reads. In addition, it can use an action to read the surface thoughts of one creature within 30 feet. This works like the  detect thoughts  spell, except it can only read surface thoughts and there is no limit to the duration. It can end this effect as a  bonus action  or by using an action to change the target. \n'b'  Traveler . As a  bonus action , the far wanderer folds the fabric of reality to  teleport  itself to an unoccupied space it can see within 30 feet. A brief shimmer of starlight appears at the origin and destination. \n'b' A far wanderer doesn\xe2\x80\x99t require air, food, drink, or sleep. \n'b'\n'b' Actions \n'b'   Stardust Blade .  Melee Weapon Attack : +4 to hit, reach 5ft., one target.  Hit : 11 (2d8 + 2) slashing damage and 2 (1d4) cold damage. \n'b'  Stardust bow .  Ranged Weapon Attack : +6 to hit, range 150/600 ft., one target.  Hit : 13 (2d8 + 4) piercing damage and 2 (1d4) cold damage. \n'b'  Call to Yorama (1/day) . The far wanderer channels the energy of the living god-star Yorama. One creature the far wanderer can see within 60 feet must make a DC 13  Wisdom  saving throw, taking 7 (2d6) psychic damage on a failed save, or half as much damage on a successful one. A creature who fails the saving throw is  stunned  until the end of its turn. Alternately, the far wanderer can instead restore 14 (4d6)  hp  to one willing creature it can see within 60 feet. \n'b'\n'b' About \n'b' An aberrant traveler and trader, the flesh of these elf-like  humanoids  glows in a shifting pattern of luminous constellations. \n'b'  Powers of the Mind . The far wanderers possess innate psychic powers, which they can manifest into harming or healing energy. They are highly intelligent, curious, and manipulative. They often ally with fey or sylvan courts, then use their position to create conflict with other beings, taking notes on the nature of disharmony.'