Small Elemental, Lawful Neutral
Armor Class 17 Natural Armor
Hit Points 80 (10d10)
Speed 45 ft.
STR
15 (+2)
DEX
20 (+5)
CON
15 (+2)
INT
20 (+5)
WIS
20 (+5)
CHA
15 (+2)
Saving Throws DEX +8, WIS +8
Condition Immunities Charmed, Frightened, Paralyzed
Senses Truesight 60ft, Passive Perception 15
Languages Common
Challenge 5 (1,800 XP)
Proficiency Bonus +3
Traits

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.

Actions

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.

Legendary Actions

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.

PrismancerYT

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