Kadabra (5e Creature)
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Medium aberration, any alignment
Inner Focus. The kadabra has advantage on saving throws against being charmed or frightened.
Synchronize. When the kadabra is charmed, frightened, paralyzed, poisoned, stunned, or put to sleep by an effect originating from a creature within 120 ft. of it, that creature must make a DC 14 Wisdom saving throw or be affected as well as if they were targeted by the effect.
Multiattack. The kadabra makes two Psybeam attacks, and uses Kinesis if it can.
Psybeam. Ranged Spell Attack: +6 to hit, range 20/60 ft., one target. Hit: 11 (2d6 + 4) psychic damage.
Kinesis (Recharge 6). The kadabra targets one creature within 60 ft. of it that it can see. That creature must make a DC 14 Wisdom saving throw or have disadvantage on all attack rolls for 1 minute. A creature can repeat this saving throw at the end of each of its turns, ending the effect on a success.
The kadabra, after evolving from an abra, retains most qualities, along with an even more nimble body and strong mind. However, while an abra uses its skill to flee, the kadabra will uses its psychic energy to crush another creature's ability to attack, and fire beams of psychic energy. Once a kadabra reaches adulthood, it typically evolves into an incredibly powerful alakazam.