Legendary Resistance (3/day). When Concordance fails a saving throw it can choose to succeed instead.
Concentration Stasis. When Concordance casts a spell marked with a +, it does not require concentration.
Spellcasting. Concordance is a 20th-level spellcaster. Its spellcasting ability is wisdom (spell save DC 22, +13 to hit with spell attacks). Concordance has following spells prepared:
Cantrips (at will): Any Cantrip
1st level (6 slots): Gift of Alacrity*, Shield, Protection From Evil and Good*, Bane+, Feather Fall, Hellish Rebuke (Psychic Damage).
2nd level (5 slots): Fortune's Favor, Earthbind+, Flock of Familiars+ (Pseudodragons), Mirror Image, Spiritual Weapon (A spear), Vortex Warp
3rd level (4 slots): Call Lightning+, Counterspell, Erupting Earth, Hypnotic Pattern+, Spirit Guardians, Thunder Step
4th level (3 slots): Banishment, Summon Construct+, Gravity Sinkhole, Phantasmal Killer, Locate Creature+, Guardian of Faith
5th level (3 slots): Temporal Shunt, Arcane Hand+, Conjure Elemental+, Dawn+, Destructive Wave, Modify Memory (As a 9th level spell), Telekinesis+, Wall of Force
6th level (2 slots): Disintegrate, Harm, Mental Prison, Scatter
7th level (2 slots): Forcecage, Plane Shift, Power Word Pain
8th level (2 slots): Reality Break, Antimagic Field, Feeblemind, Maze+, Power Word Stun
9th level (2 slots): Time Ravage, Mass Polymorph, True Polymorph, Time Stop, Wish (Once).
*: These Spells Concordance casts before combat
Multiattack. Concordance makes three weapon attacks, any of them can be bites, claws, or Mass Halt.
Bite. Melee Weapon Attack: +15 to hit, reach 15 ft., 1 target. Hit: 21 (3d10 + 6) piercing damage.
Claw. RangedWeapon Attack: +15 to hit, range 5 ft., 1 target. Hit: 17 (3d8 + 6) piercing damage. Additionally, if the target is a creature, it must make a DC 15 Wisdom saving throw or become Stunned until the start of Concordance's next turn
Mass Halt (Recharge 3-4). Concordance casts Hold Monster as a 9th level spell.
Time Rend (Recharge 7-8). Concordance targets one creature it can see within 80ft. The target must make a wisdom saving throw (DC 21) or be restrained, their legs turning to pale stone. On a success, the target takes 30 (5d10 + 5) force damage but suffers no subsequent effects. On the next turn they must make a (DC 21) constitution save or take 50 (6d10 + 20) Psychic damage or half as much on a success. On the next turn they must make a (DC 21) intelligence save or be petrified. On a success, they can make a wisdom saving throw at the end of subsequent turns to end the restrainment. While petrified in this way the creature is forgotten by one creature that knew it (in order of proximity) every hour. Only a Remove Curse spell cast with a 10th level slot can restore a creatures memory. Additionally, when cast in that way the caster must have a piece of the forgotten creature's statue. A Greater Restoration cast on the statue by someone who remembers them using a 10th level slot will undo the transformation, but not the memory loss of other creatures.
Unraveling Breath (Recharge 5-6). Concordance emits a wave of pure fate energy. All creatures within a 90ft cone must make a DC 21 Wisdom Saving Throw or take 40 (8d10) psychic damage and a DC 21 Constitution Saving Throw or take 40 (8d10) Force Damage.
Pride (Recharge 5-6). At the beginning of his turn Concordance can use this bonus action to make a saving throw against a spell that prompts a save at the end of each turn.
Lust (Recharge 5-6). Concordance targets one creature. The target must make a DC 22 wisdom saving throw or become charmed by Concordance. A charmed creature can make a saving throw at the start of each of their turns, ending the effect on a success.
Greed (Recharge 5-6). Concordance casts Enemies Abound+ using a spell slot. This does not require concentration.
Wrath (Recharge 5-6). Concordance targets one creature. The creature must make a DC 22 wisdom saving throw or use their reaction to move up to their speed to the nearest friendly creature and take the Attack action against that creature.
Sloth (Recharge 7-8). Concordance targets one creature. The creature must make a DC 22 wisdom saving throw or become paralyzed. A paralyzed creature can make a saving throw at the start of each of their turns, ending the effect on a success.
Gluttony (Recharge 7-8). Concordance mires the mind of one creature it can see. The creature must make a DC 20 saving throw for each ability score. On a fail, the creatures ability score is reduced by 1d6 + 1. If this reduction makes a creature's ability score 0, they are stunned. A Greater Restoration undoes this effect.
Revolving Fury. When Concordance takes damage it can use its reaction to deal 20 force damage to all hostile creatures within 20ft.
Time, Fate. All mere playthings in the eyes of Concordance
Slow (Costs 2 Actions). Concordance slows time around four creatures, casting the spell Slow+ on four creatures it can see
Haste (Costs 2 Actions). Concordance speeds time up around itself, casting the spell Haste+ on itself and up to 5 friendly creatures. If the spell ends this round it can use this action to stop the lethargy.
Fly (Costs 1 Action). Concordance flies up to his movement speed without provoking opportunity attacks.
Claw of Fate (Costs 1 Action). Concordance makes a claw attack.
Description
Freed from the shackles of the Inevtiable's Clockwork Heart Concordance flies free, occupying the mountains to the north east.
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