Medium Aberration, Neutral
Armor Class 18 Encephalid Plate Armor
Hit Points 135 (18d10 + 36)
Speed 30 ft.
STR
16 (+3)
DEX
14 (+2)
CON
14 (+2)
INT
22 (+6)
WIS
19 (+4)
CHA
22 (+6)
Saving Throws INT +10, WIS +8, CHA +10
Skills Athletics +7, Deception +10, Insight +8, Perception +8, Persuasion +10
Senses Darkvision 120', Passive Perception 18
Languages All Understands, Common, Telepathy 10560' (2 Miles)
Challenge 12 (8,400 XP)
Proficiency Bonus +4
Traits

Sense Intelligent Life Forms. Urdaress is aware of the presence of creatures within 2 miles of it that have an Intelligence score of 4 or higher. It knows the distance and direction to each creature, as well as each creature's Intelligence score, but can't sense anything else about it. A creature protected by a mind blank; spell, a nondetection spell, or similar magic can't be perceived in this manner.

Innate Spellcasting (Psionics). Urdaress's innate spellcasting ability is Intelligence (spell save DC 18, +10 to hit with spell attacks). It can innately cast the following
spells, requiring no material components:
At will: levitate, detect thoughts, psionic hand (mage hand), disguise self, enlarge/reduce
1/day each: teleport, dominate monster, confusion, eyebite, feeblemind, mass suggestion, project image, scrying, telekinesis, mind blank

Magic Resistance. Urdaress has advantage on saving throws against spells and other magical effects.

Linking Scepter. Urdaress has the linking scepter for his nautiloid. This grants him superior overriding authority to the Repository of Knowledge that controls the ship. When he has visual contact with the Repository he can access it and activate it, access it, control it, shut it down, make it self-destruct, etc.

Psionic Ward. Urdaress can emit a psionic ward around himself with a radius of 40ft. Allied creatures specified by Urdaress are protected from psionic attacks and enchantment spells. As long as they remain inside the warded area they have advantage in saving throws against said attacks and spells. Urdaress cannot take any actions apart from movement and telepathic communication plus he needs to concentrate on the ward like he would on a spell. Losing concentration means the ward is deactivated until he can activate again in his next turn.

Tactics: As stated before, during the adventure, Urdaress mostly uses his Psionic Ward ability to protect the party from the effects of the psionic waves. In that mode he will offer warnings against the attacks of his former comrades, guide the players and give some pieces of information as they approach the nautiloid. If the situation demands that he must drop the ward and fight he will do so by using his powerful abilities, the environment, and his opponents against each other in the most efficient way possible. Only against Cerbrax he will exhibit some kind of emotion. Against him, he will release his full arsenal and command the players to let him deliver the fatal blow.

Actions

Tentacles. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 19 (3d10+ 3) bludgeoning damage. If the target is Medium or smaller, it is grappled (escape DC 15) and must succeed on a DC 18 Intelligence saving throw or be stunned until this grapple ends.

Feed on Brains. Melee Weapon Attack: +7 to hit, reach 5 ft., one incapacitated intelligent creature grappled by the Urdaress. Hit: The target takes 33 (6d10) piercing
damage and 4 points of Intelligence damage. If this damage reduces the target to O hit points or the target's Intelligence score to 0, the Urdaress kills the target by reducing the target's brain into a pulp. Intelligent damage can be removed by restoration spells.

Psychic Blast (Recharge 4-6). Urdaress  magically emits psychic energy in the brain of a creature (max. 120ft). The creature must succeed on a DC 16 Intelligence
saving throw or take 33 (5d10 +6) psychic damage and be stunned for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the
effect on itself on a success.

Description

Description: Urdaress uses magical and mundane means to continually disguise himself into his Astreon, leader of the Sentinels, persona. In that disguise, he appears as a large, masked and cloaked figure. His true form, however, is that of an enlightened encephalid. Superficially the enlightened look like an oversized encephalid with elongated tentacles but internally there is a vast difference between their mental capabilities. Urdaress spent ages practicing the infamous psionic discipline Xzar-lak tar and fighting numerous wars against the enemies of the encephalid civilization to achieve his transformation.

Previous Versions

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