Gargantuan Celestial, Any Alignment
Armor Class 22 (natural armor)
Hit Points 496 (32d20 + 160)
Speed 50 ft., Fly 50 ft., Swim 50 ft.
STR
13 (+1)
DEX
21 (+5)
CON
20 (+5)
INT
30 (+10)
WIS
17 (+3)
CHA
20 (+5)
Saving Throws DEX +13, INT +18, WIS +11, CHA +13
Skills Deception +16, Insight +10, Perception +10, Persuasion +16, Stealth +9
Damage Immunities Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Condition Immunities Charmed, Exhaustion
Senses Truesight 120ft, Passive Perception 27
Languages All, Telepathy
Challenge 26 (90,000 XP)
Proficiency Bonus +8
Traits

Summon Minions. As an action the verser can summon a Loar Ballee, Ashy J'Stone, Simual Raegel, Tarvix Williwam, Ly'am Obryn, Marfish Ray, or Al'sen Joffee. Each creature can be summoned only once per day and remain until the next dawn or until they are reduced to 0 hit points. They not considered a spell thus are immune to dispel magic and counterspell. While the verser is not incapacitated the summoned creatures obey its commands (no action required), otherwise they each act independently and view the verser as an enemy.

Erase Rules (3/Day): The verser uses it's action to remove one spell (level 5 or lower) or class feature or racial ability from the world until the next dawn. No creature/character can use that spell or benefit from the ability while it has been erased. Class features which appear in the class levelling table (e.g. Rogue's sneak attack) are immune to being erased.

Legendary Resistance (3/Day). If the verser fails a saving throw, it can choose to succeed instead.

Spellcasting. The verser is a 15th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 20, +13 to hit with spell attacks). It requires no material components to cast its spells. The verser has the following spells prepared:

Cantrips (at will): mage hand, light, thaumaturgy

1st level (4 slots): sanctuary, hideous laughter, command

2nd level (3 slots): alter self, misty step, mirror image

3rd level (3 slots): haste, counterspell, dispel magic

 4th level (3 slots): banishment, polymorph, greater invisibility

5th level (2 slots): modify memory, telekinesis, animate objects

6th level (1 slot): eyebite

7th level (1 slot):teleport

8th level (1 slot):illusory dragon, antimagic field

Actions

Multiattack. The verser can use its God-like Presence. It then makes two attacks: one with its DMs Ire and one with its Unnerving Grin.

DMs Ire.  Ranged Weapon Attack: +17 to hit, range 120/500 ft., one target. Hit: 32 (4d10 + 10) bludgeoning damage as rocks fall on top of it. The target must make a DC 18 Dexterity saving throw, on a failure the creature is buried becoming blinded and restrained by the rocks, on a success the creature takes half damage and is not buried. Buried creatures may use an action to free itself by making a DC 17 Strength (Athletics) check on their turn. Other creatures may free the buried creature by succeeding on a DC 12 Strength (Athletics) check.

Unnerving Grin. Melee Weapon Attack: +17 to hit, reach 5 ft., one target. Hit: 17 (2d6 + 10),  psychic damage. Targets must make a DC 13 Intelligence saving throw or be frightened until the end of their next turn or until they hit the verser with an attack.

God-like Presence. Each creature of the verser's choice that is within 120 feet of the verser and aware of it must succeed on a DC 18 Wisdom saving throw or be charmed for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune the verser's God-like Presence for the next 24 hours.

Legendary Actions

The verser 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. The verser regains spent legendary actions at the start of its turn.

Throw. The verser picks up and throws an adjacent Medium or smaller creature. The target must succeed on a DC 15 Strength saving throw or be thrown 20ft in a direction of the verser's choice and takes 20 (4d6+6) bludgeoning damage.

Command. The verser gives an action to one of its summoned minions which that minion uses immediately.

Spellcasting (Costs 2 Actions).  The Cathew Verser can cast a spell using a spell slot as normal.

Description

The Cathew Verser is a mysterious demi-god. A child of the God of Fate and being(s) unknown. It is humanoid in appearance but faceless while at rest. The Verser can change its voice and appearance to that of any creature it has seen before at will or to novel features for each of its own multiple personalities. 

Versers are mostly harmless, content to rule over their lair and minions, and only rarely interacting with the wider world. Due to their lineage they have uncanny knowledge of the present, past, and future but most choose to allow events to play out as they should.

However, some Versers defy Fate and seek to expand their domain of influence over larger areas and more creatures. The most dangerous Versers seek to overthrow the God of Fate itself. 

Lair and Lair Actions

A Cathew Verser’s Lair

Cathew versers reside in opulent homes, such as castles, manors, or abandoned fortresses. They prefer large estates in rural regions where they can entertain their strange company in privacy. Many versers magically disguise their homes to resemble small unassuming structures which suit their environs to further deflect interest of passing travellers. 

Lair Actions

On initiative count 20 (losing initiative ties), the verser takes a lair action to cause one of the following effects; the verser can’t use the same effect two rounds in a row, only one effect can be active at a time:

  • Rewrite Rules: The verser twists the nature of reality, and swaps the effects of two spells of equal level until initiative count 20 on the next round. For instance the verser might swap the effects of haste with those of slow which will effect any creature currently under the effect of the spell and any new castings until this effect ends. Creatures/characters may choose to end their spells early while this effect is active and doing so follows all the rules of the new spell.
  • Gravity well: The verser selects a 15ft radius sphere within 90ft of it. Creatures in the area or who move through it must pass a DC 15 Strength saving throw or be knocked prone, while the effect continues creatures cannot stand up unless they succeed on the save at the beginning of their turn or until this effect ends. 
  • Fantasy realm: One creature the verser can see within 120 feet of it must succeed on a DC 15 Intelligence saving throw or their mind is filled with the delusion that they are just imaginary beings in a fictional fantasy realm.  The affected creature cannot attack or cast spells until the effect ends on the initiative count 20 on the next round.
  • Mind swap: Two creatures of the verser's choice swap minds, if both are player characters, those players swap character sheets. If one is controlled by the DM, the DM takes control of the player's character and gives control of the other creature along with all its creature statistics to the player. 

Regional Effects

The region containing a legendary cathew verser’s lair is warped by the verser’s magic, which creates one or more of the following effects:

  • Whenever a creature that can understand a language sleeps or enters a state of trance or reverie within 6 miles of the verser’s lair, the verser can establish telepathic contact with that creature and converse with it in its dreams. The creature remembers its conversation with the verser upon waking.
  • Mist, fog, flames, clouds and water within 6 miles of the verser's lair will spontaneously form into the shape of random creatures, maps of local terrain, or the faces of individuals who have be passed through the area within 5 years.
  • Plants and animals within 6 miles of the verser's lair grow to abnormally large size, with creatures/plants closer to the lair being larger than those more distant from it.

If the verser dies, these effects end within 2d6 days.

Habitat: CoastalDesertMountain

Agilemind

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