Creature Sense. Celdussk is aware of the presence of creatures within 2 miles of it that have an Intelligence score of 4 or higher. It knows the distance and direction to each creature, as well as each creature’s Intelligence score, but can’t sense anything else about it. A creature protected by a mind blank spell, a nondetection spell, or similar magic can’t be perceived in this manner.
Magic Resistance. Celdussk has advantage on saving throws against spells and other magical effects.
Psionic Hub. If an elder brain establishes a psychic link with Cledussk, the elder brain can form a psychic link with any other creature Celdussk can detect using his Creature Sense. Any such link ends if the creature falls outside the telepathy ranges of both the him and the elder brain. Cledussk can maintain his psychic link with the elder brain regardless of the distance between them, so long as they are both on the same plane of existence. If he is more than 5 miles away from the elder brain, Celdussk can end the psychic link at any time (no action required).
Innate Spellcasting (Psionics). [Celduss's innate spellcasting ability is [Intelligence] (spell save DC 24, +16 to hit with spell attacks). He can innately cast the following spell, requiring no components:
At will: eldritch blast (deals psychic damage), detect thoughts, levitate, modify memory
2/day each: confusion, dominate monster, eyebite, feeblemind, mass suggestion, project image, scrying, telekinesis
1/day each: harm, synaptic static
Legendary Psionic. Celdussk ignores resistance to psychic damage and treats immunity as resistance.
Legendary Resistance 3/day. When Celdussk fails a saving throw, he can choose to succeed instead.
Magic Weapons. Celdussk's weapon attacks are magical.
Tentacles. Melee Weapon Attack: +13 to hit, reach 10 ft., one creature. Hit: 48 (6d10 + 15) psychic damage. If the target is Large or smaller, it is grappled (escape DC 20) and must succeed on a DC 17 Intelligence saving throw or be stunned until this grapple ends.
Extract Brain. Melee Weapon Attack: +13 to hit, reach 5 ft., one incapacitated humanoid grappled by the Celdussk. Hit: 82 (15d10) piercing damage. If this damage reduces the target to 0 hit points, he kills the target by extracting and devouring its brain.
Mind Blast (Recharge 5–6). Celdussk magically emits psychic energy in a 60-foot cone. Each creature in that area must succeed on a DC 24 Intelligence saving throw or take 60 (7d12 + 15) psychic damage and be stunned for 1 minute. A target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Celdussk 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. He regains spent legendary actions at the start of its turn.
Attack (Costs 1 Action). Celdussk makes one attack against a creature in range.
Summon Devourers (Costs 1 Actions). Celdussk summons 3d4 Intellect Devourer.
Detect Alignment (Costs 2 Actions) Celdussk casts detect evil and good targeting up to eight creatures.
Description
Celdussk is an ancient Ulitharid who has grown to far exceed the power of his kind, and seeks dominion over the world of aberrations. He put his spirit in the staff Mindbender when he was killed so that he could eventually gain enough power to permanently regain his physical form through a unique type of Psionics that he perfected in during his life.
Lair and Lair Actions
Celdussk's lair is a demiplane that is a wide open plane with withering trees and purple dirt.
Lair Actions
On initiative count 20 (losing initiative ties), Celdussk takes a lair action to cause one of the following effects; he can’t use the same effect two rounds in a row:
- Celdussk may cast Arms of Hadar at 5th level without using a spell slot.
- He may cast Crown of Madness targeting up to 5 creatures without using a spell slot. This effect lasts until initiative count 20 on the next turn, and does not require Concentration or actions to maintain.
- He may cast Hunger of Hadar with a radius of up to 40 feet without using a spell slot. This effect persists until initiative count 20 on the round after next.
- He may cast Armor of Agathys at 4th level without using a spell slot.
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