Innate Spellcasting (Psionics). Cornelius’s innate spellcasting ability is Intelligence (spell save DC 17, +9 to hit with spell attacks). It can innately cast the following spells, requiring no components:
At will: mage hand (the hand is invisible)
3/day each: jump, misty step, nondetection (self only)
1/day each: plane shift, telekinesis
Spellcasting. Cornelius's is an 9th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 17, +9 to hit with spell attacks). The githyanki has the following wizard spells prepared:
Cantrips (at will): blade ward, light, message, true strike
1st level (4 slots): expeditious retreat, faerie fire, magic missile, shield
2nd level (3 slots): arcane lock, invisibility, web
3rd level (3 slots): blink, counterspell, fireball
4th level (3 slots): dimension door, ice storm
5th level (1 slot): wall of force
War Magic. When the githyanki uses its action to [Tooltip Not Found], it can make one weapon attack as a bonus action.
Multiattack. Cornelius makes two Debilitating Fang attacks.
Debilitating Fang. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 10 (1d6 + 6) slashing damage, plus 18 (4d8) poison damage. A creature Hit must make a DC 17 Constitution save or be poisoned. All Poison damage dealt with this weapon reduces the targets maximum HP until they use a Long Rest to recover.
Cornelius 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. Cornelius regains spent legendary actions at the start of its turn.
Cast. Cornelius casts a spell.
Longsword Attack. Cornelius makes one longsword attack.
Death Grab (Costs 2 Actions). Each creature in a 30 cone makes a DC 17 Constitution saving throw. On a failed save, the creature takes 36 (8d8) necrotic damage and is knocked prone. On a successful save, a creature takes half as much damage and isn’t knocked prone.
Description
Cornelius has the following items:
- Debilitating Fang
- Cloak of Protection
- Amulet of health
Lair and Lair Actions
Lair Details
Cornelius's Ritual Room has many runes that concentrate on buff spells for him. all of these are incorporated into the main stats and must be subtracted when dispelled.
Lair Actions
When fighting inside its lair, Cornelius can invoke the ambient magic to take lair actions. On initiative count 20 (losing initiative ties), Cornelius takes a lair action to cause one of the following effects:
- Cornelius randomly switches places with another creature.
- All creatures other than Cornelius between the columns must make a DC 17 Constitution saving throw or are stunned.
- All creatures other than Cornelius standing on summoning circles must make a a DC 17 Dexterity saving throw or be restrained, the circles reach all the way to the ceiling.
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