Medium Humanoid (Elf), Chaotic Neutral
Armor Class 20 (natural armor)
Hit Points 225 (18d12 + 108)
Speed 30 ft.
STR
14 (+2)
DEX
23 (+6)
CON
22 (+6)
INT
30 (+10)
WIS
16 (+3)
CHA
15 (+2)
Saving Throws CON +14, INT +18, WIS +11, CHA +10
Skills Arcana +19, History +12, Insight +9, Perception +9
Damage Resistances Cold, Fire, Force, Lightning
Damage Immunities Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Condition Immunities Charmed, Exhaustion, Frightened, Poisoned, Stunned
Senses Truesight 120 ft., Passive Perception 21
Languages Bullywug, Common, Draconic, Elvish, Goblin, Infernal
Challenge 25 (75,000 XP)
Proficiency Bonus +8
Traits

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 boltlightmage handprestidigitationray of frost

1st level (4 slots): burning hands, magic missile, shield, detect magicfind familiar

2nd level (3 slots): acid arrow, detect thoughts, invisibility, mirror imagemagic mouth

3rd level (3 slots): animate dead, counterspell, dispel magic, fireballlightning bolt

4th level (3 slots): blight, dimension doorgreater invisibilitypolymorph

5th level (3 slots): cloudkill, scryingarcane handdominate persontelekinesisteleportation circle

6th level (2 slots): disintegrate, globe of invulnerabilitychain lightningcreate undead

7th level (2 slots): finger of death, plane shiftdelayed blast fireballteleport

8th level (1 slot): dominate monster, power word stunsunburst

9th level (1 slot): power word killtrue polymorphwish

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.

Actions

Unarmed Strike. Melee Spell Attack: +14 to hit, reach 5 ft., one creature. Hit: 7 (2d6) bludegoning damage.

Legendary Actions

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.

Habitat: Urban

CarlWheezerIsHot

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