Divine Awareness. The Weave Keeper knows if it hears a lie.
Greater Magic Immunity. The Weave Keeper can't be affected or detected by spells of 8th level or lower unless it wishes to be. The Weave Keeper has advantage on saving throws against spells and other magical effects.
Innate Spellcasting. The Weave Keeper's spellcasting ability is Intelligence (spell save DC 25). It can innately cast the following spells, requiring no material components:
At will: counterspell, detect evil and good, dispel magic, invisibility (self only), silence, telekinesis
5/day each: banishment, dispel evil and good, dream, polymorph, teleport, resurrection
3/day each: antimagic field, commune, control weather, forcecage, reverse gravity, wall of light
Master of Magics. The Weave Keeper cannot lose concentration on a spell as a result of taking damage.
Supreme Arcana. The Weave Keeper automatically knows the location and function of all magic items and active spells within 300 feet of it.
Multiattack. The Weave Keeper makes three star strike attacks and uses Unraveling Gust if available.
Star Strike. Ranged Spell Attack: +17 to hit, range 300 ft., one target. Hit: 26 (4d12) radiant damage.
Unraveling Gusts (Recharge 5-6). The Weave Keeper beats its wings to produce a magical wind in a 10-foot by 60-foot line. Every creature in the area must succeed on a DC 23 Strength saving throw or take 42 (12d6) radiant damage, be pushed up to 60 feet away, and have one magical effect on them be dispelled (Weave Keeper's choice). A creature takes half as much damage on a successful save and is not pushed.
Undo Fate (1/Day). The Weave Keeper restructures the flow of time around it. Every creature within 60 feet of the Weave Keeper must make a DC 25 Charisma saving throw. A creature can choose to fail this saving throw. On a failed save, any hit points regained or lost since the end of the Weave Keeper's last turn return to what they were and any conditions or spell effects created in this time are removed.
The Weave Keeper 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 Weave Keeper regains spent legendary actions at the start of its turn.
Teleport. The Weave Keeper magically teleports, along with any equipment it is wearing or carrying, up to 120 feet to an unoccupied space it can see.
Stunning Burst (Costs 2 Actions). The solar emits magical, divine energy at a point within 60 feet of it. Each creature in a 15-foot radius from that point must make a DC 23 Constitution saving throw, taking 14 (4d6) radiant damage on a failed save and are stunned until the end of their next turn, or half as much damage on a successful one and they are not stunned.
Cast a Spell (Costs 3 Actions). The Weave Keeper casts a spell from its Innate Spellcasting.
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