Advanced Telepathy. Zedrix can perceive the content of any telepathic communication used within 60 feet of them, and they can’t be surprised by creatures with any form of telepathy.
Alert. Always on the lookout for danger, Zedrix gains the following benefits:
- They gain a +5 bonus to initiative.
- They can't be surprised while they are conscious.
- Other creatures don’t gain advantage on attack rolls against them as a result of being unseen by them.
Detect Sentience. Zedrix can sense the presence and location of any target within 300 feet of them that has an Intelligence score of 3 or higher, regardless of interposing barriers, unless the target is protected by a mind blank spell.
Labyrinthine Recall. Zedrix can perfectly recall any path they have traveled.
Legendary Resistance (3/Day). If Zedrix fails a saving throw, they can choose to succeed instead.
Psionic Readiness. Zedrix adds its Intelligence modifier to its initiative.
Psionics. Zedrix is a 20th-level psion. Their psionic ability is Intelligence (psionics save DC 23, +15 to hit with spell attacks). Zedrix has 89 psi points. Zedrix can spend psi points to cast the following spells requiring no components:
At will: dancing lights, eldritch blast, encode thoughts, mage hand, mind sliver**, ray of frost, vicious mockery**
1 psi point: dissonant whispers**, mage armor*, magic missile, wrathful smite**
2 psi points: aganazzar's scorcher, branding smite, calm emotions, hold person, invisibility, mind spike**, misty step, phantasmal force**, scorching ray, shadow blade**, suggestion, tasha's mind whip**
3 psi points: blink*, call lightning, daylight, lightning bolt, sending, sleet storm
4 psi points: arcane eye, banishment, control water, dimension door, dominate beast, greater invisibility, ice storm, phantasmal killer**, staggering smite**
5 psi points: animate objects, banishing smite, bigby's hand, cone of cold, dominate person, greater restoration, hold monster, modify memory, synaptic static**, telekinesis
6 psi points: chain lightning, freezing sphere, heal, mass suggestion, mental prison**, tenser's transformation, tasha's otherworldly guise
7 psi points: whirlwind
8 psi points: feeblemind**, mind blank*, power word stun
9 psi points: psychic scream**
*Zedrix casts these spells on itself before combat
**Denotes a spell that deals psychic damage
Unarmed Strike. Melee Weapon Attack: +6 # to hit, reach 5 ft., 1 target. Hit: 1 bludgeoning damage.
Psionic Protection. Zedrix casts shield. If it uses this reaction without an intervening round, roll 1d100. On a 50 or above, this reaction fails to take effect and is wasted.
Zedrix can take 3 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. Zedrix regains spent legendary actions at the start of their turn.
Cantrip. Zedrix casts a cantrip.
Teleport (Costs 2 Actions). Zedrix uses misty step or dimension door.
Psionics Unleashed (Costs 3 Actions). Zedrix uses a psionic spell that costs 5 psi points or less.
Description
An artificial creation that wields tremendous psionic powers in defense of the Hemocraft's Heartstrings. It believes itself to be the paragon of combat prowess, and will never back down from a fight.
Lair and Lair Actions
Zedrix's lair has an alien feel to it. It resembles a dark underground cavern with a lake.
Lair Actions
On initiative count 20 (losing initiative ties), Zedrix takes a lair action to cause one of the following effects; Zedrix can’t use the same effect two rounds in a row:
- The battlefield becomes enveloped in strange psionic powers. Grounded creatures are protected from weapon attacks made with reach, and creatures take 1.3x damage from psionic abilities that do psychic damage.
- Creatures in the lair have their AC become their Wisdom saving throw and their Wisdom saving throw becomes their AC. This effect ends when another lair action is used, Zedrix dismisses it as an action, or dies.
Regional Effects
The region containing a Zedrix’s lair is psychically disturbed, which creates one or more of the following effects:
- Beasts and monstrosities within 1 mile of the lair all react with fear at the lair's entrance, as if somehow aware of the danger that lurks within.
- Creatures with an Intelligence of 3 or higher feel like they are being watched at all times, but cannot see any source. Creatures with telepathy can identify this watching as a form of telepathic contact.
- At the start of each day, roll 1d100. On a 5 or lower, a stable gateway to the Astral Plane opens somewhere within 1 mile of the lair.
If Zedrix dies, these effects fade over the course of 3d10 days.
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