Professor X (5e Creature)

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Charles Xavier[edit]

Medium humanoid (human), neutral good

Armor Class 17 (psychic defense)
Hit Points 130 (20d8 + 40)
Speed 25 feet

12 (+1) 12 (+1) 14 (+2) 22 (+6) 18 (+4) 19 (+4)

Saving Throws Str +6, Con +7, Int +11, Wis +9, Cha +9
Skills Arcana +11, History +11, Insight +9, Investigation +11, Medicine +9, Perception +9, Persuasion +9
Damage Resistances psychic
Senses passive Perception 19
Languages Common, Dwarvish, Elvish; telepathy 120 ft.
Challenge 16 (15,000 XP)

Innate Spellcasting (Psionics). Charles Xavier’s spellcasting ability is Intelligence (spell attack bonus +11, spell save DC 19). He can innately cast the following spells, requiring no material components:
at-will: blindness/deafness, charm person, sending, sleep
3/day each: confusion, geas, hold monster, locate creature, mass suggestion, modify memory, remove curse, scrying, seeming, synaptic static
1/day each: antipathy/sympathy, astral projection, dominate monster, feeblemind, imprisonment (Slumber option only), mental prison, mind blank, mirage arcane, psychic scream, weird

Iron Will. Charles Xavier has advantage on saving throws against being charmed or frightened. He also has advantage on ability checks and saving throws made to interact with illusions to discern them as false.

Legendary Resistance (2/Day). If Charles Xavier fails a saving throw, he can choose to succeed instead.

Paralysis. While he is in his wheelchair, Charles Xavier has a movement speed of 30 feet. Outside of his wheelchair, Charles Xavier has a movement speed of 5 feet and is prone.

Psychic Defense. While he is wearing no armor and carrying no shield, Charles Xavier’s Armor Class includes his Intelligence modifier.


Multiattack. Charles Xavier casts Psi Blast three times.

Psi Blast. Ranged Spell Attack: +11 to hit, range 120, one target. Hit: 14 (4d6) psychic damage.


Charles Xavier can take 2 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. Charles Xavier regains spent legendary actions at the start of his turn.

Mind Scan. Charles Xavier detects the presence of each creature within 120 feet of him that has an Intelligence score of 3 or greater and which is not shielded against divination magic. He cannot be surprised by any creature detected this way.

Mind Blast (Costs 2 Actions). Charles Xavier innately casts synaptic static.

Widely known as a respected scholar and headmaster of a prestigious but reclusive school, the man called Charles Xavier lives a double life as the founder of a mysterious team of adventurers known as the X-Men.

Broken Body, Brilliant Mind. To the untrained eye, Charles Xavier seems relatively unremarkable. A terrible injury confines him to a wheeled chair wrought by the finest dwarven artificers, allowing him a degree of freedom and mobility. But those who would think him easily dealt with are in for a rude awakening. Charles Xavier is an immensely powerful psionic, said to be unrivaled in the field of telepathy. With little effort on his part, he can reach into men’s minds to cloud their perceptions, to make them forget what they have seen or believe in things which are not real, and even to kill, should the need by dire enough.

Champion of the Mutants. Charles Xavier developed his psychic powers as a child. He credits his abilities to the presence of aberrant genes within his body, genes which cause those possessing them to develop strange mutations. Many such mutants are feared and hated by those around them, for their abilities can be unpredictable, dangerous, and horrifying to behold.
Knowing that men fear what they don’t understand, and that many mutants are simply people who want to live relatively normal lives, Charles Xavier made it his life’s work to foster peaceful relationships between ordinary humanoids and their mutant kin.

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