Legendary Resistance (3/Day). If Yeezus fails a saving throw, he can choose to succeed instead.
Fey Ancestry. Yeezus has advantage on saving throws against being charmed, and magic can’t put him to sleep.
Trance. Yeezus does not sleep, but goes into deep meditation. He needs about 4 hours of meditation to be healthy, compared to a human's 8 hours.
Spellcasting. Yeezus is a 20th-level spellcaster. HIs spellcasting ability is Intelligence (spell save DC 25, +18 to hit with spell attacks). Yeezus has the following wizard spells prepared:
Cantrips (at will): fire bolt, light, mage hand, prestidigitation, ray of frost
1st level (4 slots): burning hands, magic missile, shield, detect magic, find familiar
2nd level (3 slots): acid arrow, detect thoughts, invisibility, mirror image, magic mouth
3rd level (3 slots): animate dead, counterspell, dispel magic, fireball, lightning bolt
4th level (3 slots): blight, dimension door, greater invisibility, polymorph
5th level (3 slots): cloudkill, scrying, arcane hand, dominate person, telekinesis, teleportation circle
6th level (2 slots): disintegrate, globe of invulnerability, chain lightning, create undead
7th level (2 slots): finger of death, plane shift, delayed blast fireball, teleport
8th level (1 slot): dominate monster, power word stun, sunburst
9th level (1 slot): power word kill, true polymorph, wish
I'll Call Steve On You!. When Yeezus reaches half of his maximum hit points, he summons the balor that he keeps in his dungeon(this ability has no effect if Yeezus is not in his lair), who appears in the room in a location chosen by the DM.
Unarmed Strike. Melee Spell Attack: +14 to hit, reach 5 ft., one creature. Hit: 7 (2d6) bludegoning damage.
Yeezus the wise 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. Yeezus regains spent legendary actions at the start of his turn.
Cantrip. Yeezus casts a cantrip.
Unarmed Strike. Yeezus uses his Unarmed Strike.
Magic Missile (Costs 2 Actions, or 3 actions if cast above 5th level). Yeezus casts magic missile at 1st, 2nd, 3rd, 4th, 5th, 6th, 7th, 8th, or 9th level.
Fireball (Costs 2 Actions, or 3 actions if cast above 5th level). Yeezus casts fireball at 3rd, 4th, 5th, 6th, 7th, 8th, or 9th level.
Lightning Bolt (Costs 2 Actions, or 3 actions if cast above 5th level). Yeezus casts lightning bolt at 3rd, 4th, 5th, 6th, 7th, 8th, or 9th level.
Animate Dead (Costs 2 Actions, or 3 actions if cast above 5th level). Yeezus casts animate dead at 3rd, 4th, 5th, 6th, 7th, 8th, or 9th level.
Create Undead (Costs 2 Actions, or 3 actions if cast above 8th level). Yeezus casts create undead at 6th, 7th, 8th, or 9th level.
True Polymorph (Costs 2 Actions). Yeezus casts true polymorph
Lair and Lair Actions
The Lair of Yeezus The Wise
Yeezus The Wise lairs in a tall stone tower deep within Central Fehst. The tower itself is hollow, but a successful DC 15 Wisdom(perception) check can reveal a button, which opens the floor to reveal a staircase into the wizard's dungeon
Everything about Yeezus’s lair reflects the fact that he is batshit insane, including the stupid pointless traps and creatures driven mad by countless years of imprisonment down here. Roaming through the halls are feral goblins, coveting nothics, and strange brews that probably contain piss or shit.
When encountered in his lair, Yeezus has a challenge rating of 27 (41,000 XP).
Lair Actions
On initiative count 20 (losing initiative ties), Yeezus can take a lair action to cause one of the following magical effects; Yeezus can’t use the same effect two rounds in a row:
- Yeezus rolls a d10 and regains a spell slot of that level or lower. If it has no spent spell slots of that level or lower, nothing happens. On a 10, Yeezus regains a spell slot of a level of his choice
- Yeezus summons countless mage hands from the walls of his dungeon. Any creatures within 30 feet of a wall must make a DC 25 Dexterity saving throw or be attacked by the hand, taking 63 (18d6) force damage.







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