Will of the Champions. Upon reaching 0hp, this creature will expend all of its power to keep fighting.
In this state, the creature has the following effects:
- Immunity to all damage and conditions
- The green orb is destroyed. The lair action 'Soul Beam' is used as the creature's action instead of as a lair action, and it may only use this action. Once a specific beam is used, the orb is destroyed. If the d6 lands on a destroyed orb, reroll until it lands on an intact orb.
- The Soul Beam's save DC increases to 18
After 5 turns, the creature collapses in on itself, leaving a Cloud Stone in its place.
True Knife. Melee Weapon Attack: +6 to hit, reach 5 ft., 1 target. Hit: 3d6 slashing damage.
Soulshatter. Melee Weapon Attack: +8 to hit, reach 5 ft., 1 target. Hit: 1d10 necrotic damage, target must make a DC12 Con save. On a failed save, the target has disadvantage on attack rolls on their next turn.
Psychotic Mindgames (Costs 4 Actions). The user is under the effects of 'Blur' and 'Mirror Image' until all images are destroyed. Afterwards, it cannot be used for 3 rounds.
Soul Shifter (Costs 3 Actions). User is teleported to one of the six pedestals
Lair and Lair Actions
This champion resides in a floating arena high in the clouds. It consists of a stone disc 30ft in radius, 6 pedestals evenly spaced around the edge, and a larger column in the center. Atop each of the pedestals is a glowing orb. The orbs are the following colors: orange, yellow, green, cyan, blue, and violet. The column itself glows a vivid red.
Lair Actions
On initiative count 13 (losing initiative ties), the champion takes a lair action to cause one of the following effects; the champion can’t use the same effect two rounds in a row:
- Soul Beam. DM rolls 1d6, and one of the orbs fires a beam of energy to the central pillar to affect the entire battlefield.
1(Orange): All creatures except the champion must make a DC15 Dex save. On a failed save, the creature takes 1d10 force damage. On a successful save, the creature's movement is halved on their next turn.
2(Yellow): All creatures except the champion must make a DC15 Wis save. On a failed save, the creature may only use a ranged attack or spell as their next action.
3(Green): The champion gains 2d6 temp HP
4(Cyan): All creatures except the champion must make a DC15 Cha save. On a failed save, the creature cannot use their next action to attack or cast a spell with a damage roll.
5(Blue): All creatures except the champion must make a DC15 Int save. On a failed save, the creature is paralyzed for 3 turns.
6(Violet): All creatures except the champion must make a DC15 Str save. On a failed save, the creature can only move in a straight line. This effect lasts 3 turns.
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