Medium Fiend, Any Alignment
Armor Class 15 (natural armor)
Hit Points 500 (30d20)
Speed 30 ft., Climb 30 ft., Swim 50 ft.
STR
18 (+4)
DEX
18 (+4)
CON
18 (+4)
INT
18 (+4)
WIS
20 (+5)
CHA
13 (+1)
Saving Throws DEX +12, INT +12, WIS +13
Skills Arcana +20, Insight +17, Perception +10, Stealth +10
Damage Resistances Necrotic, Psychic
Condition Immunities Charmed, Exhaustion, Frightened
Senses Darkvision 120 ft., Truesight 120ft (toggleable), Passive Perception 15
Languages Common, 2 Exotic Languages, & 3 Other Languages.
Challenge 25 (75,000 XP)
Proficiency Bonus +8
Traits

Spider Climb. The mind flayer can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.

Meditation. The Arch doesn’t require sleep.

Innate Spellcasting (Psionics). The Cecaelian innate spellcasting ability is Wisdom (spell save DC 16). It can innately cast the following spells, requiring no components:

At will: acid arrowlevitate

1/day each: cloneplane shift (self only)

1/long rest true polymorph

Spellcasting. The Cecaelian is a 10th-level spellcaster. Its spellcasting ability is Wisdom (save DC 16, +7 to hit with spell attacks). The Cecaelian has the following wizard spells prepared:

Cantrips (at will): blade warddancing lightsmage handshocking grasp

1st level (4 slots): detect magicdisguise selfshieldsleep

2nd level (3 slots): blurinvisibilityray of enfeeblement

3rd level (3 slots): clairvoyancelightning boltsending

4th level (3 slots): confusionhallucinatory terrain

5th level (2 slots): telekinesis, wall of force

Actions

Multiattack. The Arch makes two Claw attacks or one Claw attack and one Tentacles attack.

Claw. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) slashing damage plus 10 (3d6) necrotic damage.

Tentacles. Melee Weapon Attack: +7 to hit, reach 5 ft., one creature. Hit: 11 (1d6 + 4) piercing damage, and if the target is a creature, it is grappled (escape DC 15).

Bonus Actions

Disrupt Psyche (Recharge 5–6). The Arch magically emits psionic energy in a 30-foot-radius sphere centered on itself. Each creature in that area must succeed on a DC 15 Intelligence saving throw or be incapacitated for 1 minute. The incapacitated creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Legendary Actions

3/short rest: Feast:  5d10 of damage (the damage changes for what the target is resistant or Vulnerable, it is either Psychic, Radiant, or Necrotic Damage. The Default is Necrotic, if the target is Vulnerable of one then it instantly chooses that type of damage.). The Cecaelian attempts to Feast on its target, turning it into their pray.

Mythic Actions

1/day The Arch can use a Chaotic Breath attack, a line of 150ft, 2d20 all damage.

When they reach 0 Hit Points the Cecaelian can, as a reaction, turn into Mist and regain 1 Hit Point. They must then go around feasting on others to slowly regain their hit points.

Description

In Manus Annuntient the Cecaelian Race are settled deep n the ocean, they have been stranded their for millennia and have become the greatest Magic users in the land.

When these Cecaelian are infected with Vampirism it completely changes the way that Vampirism would infect any other Mortal. Like Normal it removes their need to Eat, Sleep, and Drink, however they then are given a hunger for something else, at first they need to feast on the mind and blood of others, but then when they become an Arch they need to feast on the literal magic and life force of others. They then gain the Vulnerability to Radiant & Necrotic damage from other Cecaelians or anyone very close (in Bondage, not physically) to them.

In the great Kingdom of Cecaelians, in Manus Annuntient, their is a grand part of it that is completely turned into an area filled with Vampiric Cecaelians. At first there was a great Warlock whom came in contact with a small and weak Vampiric Elder Brain, it had been torn to shreds when found, so they turned it into their own subject, they then ended up becoming Vampiric by infecting them self with it's power, Vampirism then spread "like a plague, infecting all the poor folk down in the "Rickety's"."(-quote from the King of the Cecaelians).

Lair and Lair Actions

When a Vampiric Cecaelian becomes an Arch, it must make a single place its main "Spawn Site", a spawn site is it's main place that it returns to when it reaches 0 Hit Points, it can then make smaller more subtle Spawn Sites which can hold any left over energy that they get from feasting, this can be used to reset their Hit Points when they must feast.

Previous Versions

Name Date Modified Views Adds Version Actions
12/23/2021 10:01:13 PM
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Coming Soon

Habitat: Underwater

TeliAncestralDragon

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