Medium Aberration, Lawful Evil
Armor Class 19 telekinetic defense
Hit Points 193 (24d8 + 85)
Speed 45 ft., (hover)
STR
14 (+2)
DEX
18 (+4)
CON
18 (+4)
INT
20 (+5)
WIS
18 (+4)
CHA
14 (+2)
Saving Throws STR +8, DEX +10, CON +10, INT +11, WIS +10, CHA +8
Skills Arcana +10, History +10, Investigation +10
Damage Resistances Cold, Fire, Lightning; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Damage Immunities Psychic
Condition Immunities Blinded, Charmed, Deafened, Frightened, Paralyzed, Stunned
Senses Truesight 60 ft., Passive Perception 19
Languages Common
Challenge 18 (20,000 XP)
Proficiency Bonus +6
Traits

Telekinetic Defense. A telekinetic barrier surrounds Yurei, shielding him from physical harm. Yurei's base AC is equal to 10 + his Dexterity modifier + his Intelligence modifier, and gains resistance to non-magical bludgeoning, slashing, piercing damage, and cold, fire and lightning damage. Additionally, at the start of each of his turns, Yurei gains 30 temporary hitpoints.

Telepathic. Yurei is always under the effects of the Detect Thoughts spell.

Precognition. Yurei has a limited ability to predict the actions of his enemies in the near future. He has advantage on Dexterity saving throws and the effects of Evasion. 

Passive Levitation. Yurei's telekinetic prowess is such that he is able to float up to 5 feet above the ground without any sort of effort. He can telekinetically move himself up to 45 feet each turn.

Telepathic Headband. While wearing his telepathic headband, any creature he targets with his Dominate Person power has disadvantage on the saving throw.

Legendary Resistance (3/day). If Yurei fails a saving throw, he can choose to succeed instead.

Actions

Multiattack. Yurei makes two attacks, which may consist of any combination of Telekinetic Throw or Telepathic Bolt.

Telekinetic Throw. A creature within 60 feet must succeed on a DC 18 Strength saving throw or take 13 (3d8) damage and be thrown up to 30 feet and knocked prone. On a success, they are instead pushed up to 10 feet.

Telekinetic Blast. All creatures within 5 feet must succeed on a DC 18 Strength saving throw or be pushed back up to 30 feet and knocked prone. On a success, they are instead pushed up to 10 feet.

Mind Crush. Ranged Spell Attack: +10 to hit, reach 10 ft., 1 target. Hit: 14 (4d6) psychic damage and the target's Intelligence score is reduced by 1d4. The target becomes stunned if this reduces it's Intelligence to 0. Otherwise, the reduction lasts until the target finishes a short or long rest.

Telepathic Bolt. Ranged Spell Attack: +10 to hit, range 60 ft., 1 target. Hit: 18 (4d8) psychic damage. If the attack hits, the target must succeed on a DC 18 strength saving throw or be pushed up to 10 feet away from Yurei.

Dominate Person. (Recharge 4-6) Yurei casts the Dominate Person spell (DC 18) without using any components and without requiring concentration.

Reactions

Telekinetic Snare. When Yurei sees a creature move to within 15 feet of him, he may spend a reaction to force that creature to succeed on a DC 18 Strength saving throw or have their speed is reduced to 0 until their next turn. On a success, the rest of their movement this turn is treated as in difficult terrain.

Telekinetic Interception. When a creature that Yurei can see hits Yurei with a ranged spell or weapon attack from further than 60 feet away, as a reaction, he can choose for the attack to miss instead.

Legendary Actions

Yurei can take 4 legendary actions, choosing from the options below. Only one legendary action can be used at a time, and only at the end of another creature's turn. Yurei regains spent legendary actions at the start of his turn.

Move. Yurei telekinetically moves up to his speed without provoking opportunity attacks.

Telekinetic Throw. Yurei makes one telekinetic throw.

Mind Crush (costs 2 actions). Yurei makes one mind crush attack.

 

Description

Yurei is an extraplanar being from the Far Realm, summoned to Faerun many years ago by Lawantha Silendia to serve her in her quest. He was sequestered until a point "three hundred years after the death of the second-last living member of the Company of Eight"

He has one goal - to see Lawantha's mission carried out successfully. He has many powers, mostly telepathic in nature.

acampbell

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