b'Jagladine Psi-surgeon \n'b'  Medium   monstrosity ,  neutral evil  \n'b'  Armor Class  19 (synth surgeon\xe2\x80\x99s apron)\n'b'\n'b' Hit Points  338 (45d8 + 135) \n'b' Speed  30 ft., climb 20 ft.\n'b' STATS STR: 12 (+1) DEX:  16 (+3)  CON:  16 (+3)  INT:  20 (+5)  WIS:  17 (+3)  CHA:  11 (+0)  \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b'  Saving Throws   Dex  +9,  Con  +9,  Wis  +9,  Cha  +6 \n'b' Skills   Nature  +11,  Medicine  +8 \n'b' Damage Immunities  poison \n'b' Condition Immunities  disease,  poisoned  \n'b' Senses   darkvision  60 ft., passive  Perception  12 \n'b' Languages  Common, Deep Speech, Jagladine, Ultari \n'b' Challenge  18 (20,000 XP) \n'b' SPECIAL TRAITS \n'b'\n'b'  Combat Psychic . The psi-surgeon\xe2\x80\x99s telepathic awareness allows him to detect all creatures within 60 ft. as if he had blindsight, and as a bonus action or  reaction  he can read the surface thoughts of one creature he chooses, granting him advantage on his next  attack  roll against that creature. The psi-surgeon cannot sense creatures with  Intelligence  of 1 or that are using a  mind blank  spell or similar effect. \n'b'  Intuitive Naturalist . The psi-surgeon is proficient in  Intelligence  ( Nature ) and  Wisdom  ( Medicine ). \n'b'  Jagladine Traits . The psi-surgeon has all the traits of jagladine. \n'b'  Sneak Attack (1/Turn) . The psi-surgeon deals an extra 28 (8d6) damage when he hits a target with a weapon  attack  and has advantage on the  attack  roll, or when the target is within 5 feet of an ally that isn\xe2\x80\x99t  incapacitated  and the psi-surgeon doesn\xe2\x80\x99t have disadvantage on the  attack  roll. \n'b'\n'b' ACTIONS \n'b'\n'b'  Multiattack . The psi-surgeon makes four mindfeeder shortsword attacks. \n'b'  Mindfeeder Shortsword .  Melee Weapon Attack : +9 to hit, reach 5 ft., one target.  Hit : 6 (1d6 + 3) piercing damage, and the target must make a DC 18  Constitution  saving throw, taking 24 (7d6) psychic damage on a failed save, or half as much damage on a successful one, from the deathblade poison applied to the blade. On a critical hit, the weapon deals maximum damage and the psi-surgeon\xe2\x80\x99s psychic surgery recharges and may be used as a bonus action. \n'b'  Alchemical Barrage (Recharge 5-6) . The jagladine genetic surgeon makes two attacks, choosing any combination of acid jar, caustic glue, and stink bomb. \n'b'  Acid Jar . The psi-surgeon selects a point up to 60 feet away, each creature within 10 feet of the acid jar must make a DC 15  Dexterity  saving throw, taking 24 (7d6) acid damage on a failed save or half as much damage on a successful one, and each creature adjacent to the target takes 2 acid damage. \n'b'  Caustic Glue . The psi-surgeon selects a point up to 60 feet away, each creature within 10 feet of the caustic glue must make a DC 18  Dexterity  saving throw, taking 24 (7d6) acid damage and is slowed (as the  slow  spell) for 1 minute on a failed save or half as much damage and not slowed on a successful one. \n'b'  Stink Bomb . The psi-surgeon selects a point up to 60 feet away, each creature within 20 feet of the stink bomb must make a DC 18  Constitution  saving throw or have disadvantage on all  attack  rolls and saving throws. The gas persists in the area until the start of the jagladine\xe2\x80\x99s next turn. Any creature entering or starting in the area not affected by the stink bomb must also make a save to avoid the effects. Jagladine is immune to this effect. \n'b'  Psychic Surgery (Recharge 5-6) . The psi-surgeon makes two attacks, choosing any combination of mental feedback, steal health, and dominating ego whip. \n'b'  Dominating Ego Whip . The psisurgeon selects a target up to 100 feet away, the target must make a DC 19  Intelligence  saving throw, taking 24 (7d6) psychic damage on a failed save and becoming dominated (as the spell of the appropriate type \xe2\x80\x93  dominate beast ,  dominate person , or  dominate monster ) or half as much damage and are not dominated on a successful one. \n'b'  Mental Feedback . The psi-surgeon selects a point up to 60 feet away, each creature within 10 feet of that point must make a DC 19  Intelligence  saving throw, taking 24 (7d6) psychic damage on a failed save and are  stunned  until the end of the psi-surgeon\xe2\x80\x99s next turn or half as much damage and are not  stunned  on a successful one. \n'b'  Steal Health . Each creature within 10 feet of the psi-surgeon must make a DC 19  Constitution  saving throw, taking 24 (7d6) necrotic damage on a failed save, or half as much on a successful one, and the psi-surgeon heals for the same amount. \n'b'\n'b' REACTIONS \n'b'\n'b'  Psychic Dodge . When attacked by a creature he can perceive with his Combat Psychic ability, the psi-surgeon can use a  reaction  to give that creature disadvantage on all  attack  rolls it makes against the psi-surgeon until the end of the psisurgeon\xe2\x80\x99s next turn. The psi-surgeon also gains advantage on all saving throws against effects used by that creature.'