___
> ## Nurklenak
>*Medium Hobgoblin Mindbender*
> ___
> - **Armor Class** 15
> - **Hit Points** 77 (14d8 + 14)
> - **Speed** 30ft.
>___
>|STR|DEX|CON|INT|WIS|CHA|
>|:---:|:---:|:---:|:---:|:---:|:---:|
>|8 (-1)|14 (+2)|12 (+1)|17 (+3)|13 (+2)|18 (+4)|
>___
> - **Condition Immunity** Charm
> - **Skills** Medicine +3, insight +3, Deception +6
> - **Senses** Darkvision 60ft, passive Perception 11
> - **Saves** Intelligence +5, Wisdom +3, Charisma +6
> - **Languages** Draconic, Common, Goblin, Infernal
> - **Challenge** 4 (1,100 XP)
> ___
> ***Telepathic. *** Nurklenak can communicate directly with someone's mind.
>
> ***Telekinesis. *** Nurklenak can use Mage Hand at will. His Mage Hand is invisible, has a range of 60 feet, and can lift and move up to 30 pounds. He can use these objects to make attacks, see Telekinetic Attack under Actions.
>
> ***Mind Control.*** Nurklenak adds +2 to all spell DCs. His dominate monster spell has no time limit.
>
> ***Perfect Mind.*** Nurklenak can cast multiple spells with concentration at the same time. If ever his concentration is broken, he loses control over all currently concentrated spells.
>
> ### Psychic Abilities
Nurklenak is an innate psychic. His spells are cast using his mind and the Charisma ability. His spell attack is +6, his DC is 16. He can cast the following spells without material, verbal, or somatic requirements.
>
> At will: Mage Hand, Detect Magic, Predestigitation
>
> 3/day: Charm Person, Dominate Monster, Confusion, Scrying
>
> 1/day: Mental Prison (see next page)
>
> ### Actions
>
> ***Multi-Attack*** Nurklenak can make three small telekinetic attacks, or one large attack, or one dagger attack.
>
> ***Telekinetic Attack (small objects).*** *Ranged Weapon Attack:* +6 to hit, reach 60ft., one target. *Hit* 3 (1d6).
>
> ***Telekinetic Attack (large objects).*** *Ranged Weapon Attack:* +6 to hit, reach 60ft., one target. *Hit* 13 (3d8).
>
> ***Dagger and Mindblast.*** *Melee Weapon Attack:* +5 to hit, reach 5ft., one target. *Hit* 4 (1d4 + 2) slashing damage and 3 (1d6) psychic damage. 


\page#### Mental Prison
*Psychic Illusion*
___
- **Casting Time:** 1 action
- **Range:** 120 feet (does not require sight)
- **Components:** none
- **Duration:** 12 hours, Concentration

Nurklenak can select up to five creatures within range (who have intelligence scores higher than 5) and so deeply enthrall them that their perception of reality itself changes. While enthralled, Nurklenak controls reality for these creatures. These changes can be subtle or obtuse and have literally no limit except what the mind will believe. Nurklenak can even create monsters up to CR  15 to attack creatures in the illusion. Any damage dealt in the illusion is psychic (though players do not necessarily have to be told this).

There are limitations, however. Every time a creature takes damage, or sees something particularly unbelievable (like the basic rules of physics changes), they get to make a Wisdom saving throw to see if they can break the illusion (if they took more than 15 points of damage, they make the save with advantage). When the group as a whole has made the save a combined total of four times, the illusion shatters. any damage dealt to creatures remains, but Nurklenak automatically loses concentration and is stunned for one round.