Medium Or Small Aberration (Any Race), Lawful Evil
Armor Class 20 (natural armor, shield)
Hit Points 180 (19d10 + 76)
Speed 30 ft., Fly 20 ft.
STR
10 (+0)
DEX
14 (+2)
CON
18 (+4)
INT
17 (+3)
WIS
15 (+2)
CHA
17 (+3)
Saving Throws INT +9, WIS +8, CHA +9
Skills Perception +12
Senses Truesight 120 feet., Passive Perception 22
Languages Common, Deep Speech, Undercommon
Challenge 17 (18,000 XP)
Proficiency Bonus +6
Traits

Antimagic Cone. The champion's third eye creates an area of antimagic, as in the antimagic field spell, in a 150-foot-cone. At the start of each of its turns, the champion decides which way the cone faces and whether the cone is active. The area works against the champion’s own eye rays.

Object Hiding. The champion can chose to grant any object invisibility as a bonus action. The chains wielded by and animated by the champion are invisible.

Sentinel Shield. While wielding this shield the champion has advantage on all initiative checks and Wisdom(Perception) checks.

Ring of X-ray. The champion gains x-ray vision of radius of 30 feet. To the champion, solid objects within that radius appear transparent and don't prevent light from passing through them. The vision can penetrate 1 foot of stone, 1 inch of common metal, or up to 3 feet of wood or dirt. Thicker substances block the vision, as does a thin sheet of lead.

Robe of Eyes. While wearing this robe the champion can see in all direction. The champion cannot be disrobed unless it is unconscious. A light spell cast on the robe or a daylight spell cast within 5 feet of the robe causes the champion to be blinded for 1 minute. At the end of each of the champion's turns, it can make a Constitution saving throw (DC 11 for light or DC 15 for daylight), ending the blindness on a success. If the robe is removed the champion loses truesight.

Inhumanoid. Regardless of the race the champion no longer has any racial traits as it is no longer truly a member of that race.

Actions

Multiattack. The champion makes two attacks with its chains.

Chain. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 11 (2d6 + 4) slashing damage. The target is grappled (escape DC 14) if the champion isn't already grappling a creature. Until this grapple ends, the target is restrained and takes 7 (2d6) piercing damage at the start of each of its turns.

Eye Rays. The champion shoots three of the following magical eye rays at random (reroll duplicates), choosing one to three targets it can see within 120 feet of it:

  1. Charm Ray. The targeted creature must succeed on a DC 17 Wisdom saving throw or be charmed by the champion for 1 hour, or until the champion harms the creature.

  2. Paralyzing Ray. The targeted creature must succeed on a DC 17 Constitution saving throw or be paralyzed for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

  3. Fear Ray. The targeted creature must succeed on a DC 17 Wisdom saving throw or be frightened for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

  4. Slowing Ray. The targeted creature must succeed on a DC 17 Dexterity saving throw. On a failed save, the target’s speed is halved for 1 minute. In addition, the creature can’t take reactions, and it can take either an action or a bonus action on its turn, not both. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

  5. Enervation Ray. The targeted creature must make a DC 17 Constitution saving throw, taking 36 (8d8) necrotic damage on a failed save, or half as much damage on a successful one.

  6. Telekinetic Ray. If the target is a creature, it must succeed on a DC 17 Strength saving throw or the champion moves it up to 30 feet in any direction. It is restrained by the ray’s telekinetic grip until the start of the champion’s next turn or until the champion is incapacitated.

    If the target is an object weighing 300 pounds or less that isn’t being worn or carried, it is moved up to 30 feet in any direction. The champion can also exert fine control on objects with this ray, such as manipulating a simple tool or opening a door or a container.

  7. Sleep Ray. The targeted creature must succeed on a DC 17 Wisdom saving throw or fall asleep and remain unconscious for 1 minute. The target awakens if it takes damage or another creature takes an action to wake it. This ray has no effect on constructs and undead.

  8. Petrification Ray. The targeted creature must make a DC 17 Dexterity saving throw. On a failed save, the creature begins to turn to stone and is restrained. It must repeat the saving throw at the end of its next turn. On a success, the effect ends. On a failure, the creature is petrified until freed by the greater restoration spell or other magic.

  9. Disintegration Ray. If the target is a creature, it must succeed on a DC 17 Dexterity saving throw or take 45 (10d8) force damage. If this damage reduces the creature to 0 hit points, its body becomes a pile of fine gray dust.

    If the target is a Large or smaller nonmagical object or creation of magical force, it is disintegrated without a saving throw. If the target is a Huge or larger object or creation of magical force, this ray disintegrates a 10-foot cube of it.

  10. Death Ray. The targeted creature must succeed on a DC 17 Dexterity saving throw or take 55 (10d10) necrotic damage. The target dies if the ray reduces it to 0 hit points.

Animate Chains (Recharges after a Short or Long Rest). Up to four chains the champion can see within 60 feet of it magically sprout razor-­edged barbs and animate under the champion's control, provided that the chains aren't being worn or carried.

Each animated chain is an object with AC 20, 20 hit points, resistance to piercing damage, and immunity to psychic and thunder damage. When the champion uses multiattack on its turn, it can use each animated chain to make one additional chain attack. An animated chain can grapple one creature of its own but can't make attacks while grappling. An animated chain reverts to its inanimate state if reduced to 0 hit points or if the champion is incapacitated or dies.

Legendary Actions

The champion can take 3 legendary actions, using the Eye Ray option below. It can take only one legendary action at a time and only at the end of another creature’s turn. The champion regains spent legendary actions at the start of its turn.

Eye Ray. The champion uses one random eye ray.

Description

The Champion of Belashyrra was once a humanoid of some kind but now is only humanoid in appearance. They are gifted by Belashyrra remotely and seemingly at random to become her champions. They look like whatever race they were, being indistinguishable from their kin except for their baldness and when they open their extra eyes. They also no longer have any attachments to any person, objects, or crafts except for Belashyrra.

Gifts of Belashyrra. The champion has been gifted with eyes that surround its head where hair would normally grow. While the eyes are closed they simply look like a bald member of whatever race they once were. These eyes do not grant any sight but instead grant it powers similar to the beholders. They always have a third eye in their forehead which contains the antimagic properties of the beholders. Additionally they gain the ability to control chains nearby as to capture more creatures to experiment on.

Secretly Mad. Personality wise they are crazy in the most mad sense while behind closed doors. However they appear quiet and intelligent when in public. They do their best to hide their maddening gifts so that they can rise in social standings and continue to conduct insane experiments. These experiments are usually conducted with the help of spell casters that are being deceived by its facade. Once their facade has been discovered they reveal their true madness acting crazily and violently towards any and all that stand in their way.

Connection to Belashyrra. They enjoy hiding in the dark and typically request laboratories built in or near cave systems where they feel closer to Belashyrra. Belashyrra knows where all her champions are and when they die. She can speak to them in manipulative ideas but not with direct speech or telepathy.

Lair and Lair Actions

The Champion’s Lair

A champion’s central lair is typically a large laboratory hidden in the mountains or caves where the carryout their insane experiments for the Daelkyr. While in its own lair the champion can use the following lair actions. While fighting a champion in its lair it has a challenge rating of 18 (20,000 XP).

Lair Actions

When fighting inside its lair, the Champion can invoke the ambient magic to take lair actions. On initiative count 20 (losing initiative ties), the champion can take one lair action to cause one of the following effects:

  • Walls within 120 feet of the champion sprout grasping chains until initiative count 20 on the round after next. Each creature of the champion’s choice that starts its turn within 10 feet of such a wall must succeed on a DC 15 Dexterity saving throw or be grappled. Escaping requires a successful DC 15 Strength (Athletics) or Dexterity (Acrobatics) check.
  • An eye opens on a solid surface within 60 feet of the champion. One random eye ray of the champion shoots from that eye at a target of the champion’s choice that it can see. The eye then closes and disappears.
  • A hollow eye socket opens on an occupied space within 60 feet of the champion, creating a 5ft cube hole in the ground. A creature on the same space must make a DC 15 Dexterity saving throw or fall prone 5ft into the cavity. The cavity remains open until initiative count 20 on the following round. If a creature is in the cavity when it closes they must make a DC 15 Dexterity saving throw or fall prone in the space where the cavity was.

The champion can’t repeat an effect until they have all been used, and it can’t use the same effect two rounds in a row.

Regional Effects

A region containing a champion’s lair is warped by the creature’s unnatural presence, which creates one or more of the following effects:

  • Creatures within 1 mile of the champion’s lair sometimes feel as if they’re being watched when they aren’t.
  • Creatures within 1 mile of the champion's lair sometimes feel as though they recognize objects, places, or people that they have never seen before.

If the champion dies, these effects fade over the course of 1d10 days.

Habitat: Underdark

Dunsparceblack

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