Gargantuan Fey, Chaotic Good
Armor Class 22 (natural armor)
Hit Points 507 (26d20 + 234)
Speed 20 ft., Swim 120 ft.
STR
29 (+9)
DEX
22 (+6)
CON
28 (+9)
INT
23 (+6)
WIS
24 (+7)
CHA
30 (+10)
Saving Throws DEX +14, CON +17, WIS +15, CHA +18
Skills Arcana +14, Insight +15, Intimidation +18, Medicine +15, Perception +15, Performance +18, Persuasion +18, Stealth +14
Damage Resistances Lightning
Damage Immunities Cold, Psychic; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Condition Immunities Charmed, Exhaustion, Frightened
Senses Tremorsense 60 ft., Truesight 120 ft., Passive Perception 20
Languages Aquan, Common, Elvish, Sylvan, Telepathy 120 ft.
Challenge 26 (90,000 XP)
Proficiency Bonus +8
Traits

Amphibious. Urza can breathe air and water.

Magic Resistance. Urza has advantage on saving throws against spells and other magical effects.

Magic Weapons. Urza's weapon attacks are magical.

Legendary Eminence (4/Day). If Urza fails a saving throw, she can choose to succeed instead. However, each time Urza uses her Legendary Eminence, the maximum number of spectral tendrils (see Spectral Tendrils) that she can summon decreases by two until she regains her uses of this trait.

Maddening Presence of the Sovereign. Any creature hostile to Urza that starts its turn within 200 feet of her must make a DC 26 Wisdom saving throw unless Urza is unconscious. On a failed save, a creature is infected with Yellow Psychosis and is frightened until the start of its next turn. While frightened in this way, a creature's speed is halved, and it takes a -5 penalty to all attack rolls, saving throws, and ability checks. This effect ignores immunity to being frightened, and a creature that is normally immune to being frightened instead has advantage on its saving throw against this effect. Additionally, a creature that normally has advantage on saving throws against being frightened does not have advantage on its saving throw against this effect. If a creature's saving throw is successful, the creature is immune to Urza's Maddening Presence of the Sovereign for the next 24 hours.

Spectral Tendrils. Urza can have up to eight spectral tendrils summoned at a time. Each tendril can be attacked (AC 19; 40 hit points; immunity to poison and psychic damage). Destroying a tendril deals no damage to Urza, who can resummon any number of replacement tendrils on her next turn.

3rd-Degree Yellow Psychosis. Urza has disadvantage on Intelligence, Wisdom, and Charisma ability checks and saving throws. Additionally, she has the following long-term madness flaw: "Anyone who is not under my protection is a threat to those who are."

Actions

Multiattack. Urza makes three attacks. She can replace one attack with her Swallow.

Dark Bolt. Ranged Spell Attack: +18 to hit, range 150 ft., one target. Hit: 25 (5d6 + 10) cold damage. If the target is a creature, it can't regain hit points until the start of Urza's next turn.

Spectral Tendril. Melee Spell Attack: +18 to hit, reach 80 ft., one target. Hit: 20 (2d10 + 10) force damage. If the target is a creature, it is grappled (escape DC 26). Until the grapple ends, the target is restrained and takes 12 (2d10) force damage at the start of each of its turns, and Urza can't use the same tendril on another target.

Trident. Melee or Ranged Weapon Attack: +17 to hit, reach 15 ft. or range 40/120 ft., one target. Hit: 21 (4d6 + 9) piercing damage, or 25 (4d8 + 9) piercing damage if used with two hands to make a melee attack, plus 15 (5d6) lightning damage. If Urza makes a ranged attack with her trident, the trident magically returns to her hand after the attack.

Swallow. Urza targets a Huge or smaller creature that she can see within 10 feet of her. The target must succeed on a DC 22 Dexterity saving throw. On a failure, the target is swallowed. While swallowed, the creature is blinded and restrained, it has total cover against attacks and other effects outside of Urza, and it takes 50 (16d6) acid damage at the start of each of Urza's turns.

If Urza takes 40 damage or more on a single turn from a creature inside her, she must succeed on a DC 25 Constitution saving throw at the end of that turn or regurgitate all swallowed creatures, which fall prone in a space within 10 feet of Urza. If Urza dies, a swallowed creature is no longer restrained by her and can escape from her corpse by using 15 feet of movement, exiting prone.

Weavesong (Recharge 4-6). Urza sings a song of arcane power that can be heard within 300 feet of her, casting one of the following magical effects on up to four creatures of her choice that can hear her song:

  • Song of Enervation. Each target must make a DC 26 Constitution saving throw. On a failed save, a target takes 50 (12d8) necrotic damage and the target's hit point maximum is reduced by an amount equal to the necrotic damage taken. The target dies if this effect reduces its hit point maximum to 0. This reduction lasts until removed by the greater restoration spell or similar magic. On a successful save, a target takes half as much damage, and its hit point maximum isn't reduced.
  • Song of Glamour. Each target must succeed on a DC 26 Wisdom saving throw or move up to its speed to a space of Urza's choice and make one weapon attack against another creature of Urza's choice if it is able. A target that is immune to being charmed is immune to this effect.
  • Song of Restoration. Each target, if it is willing, regains 50 (12d8) hit points and is freed from any disease, poison, blindness, deafness, or any levels of exhaustion.
  • Song of Cancellation. If a target is under the effects of a spell of 4th level or lower, the spell ends on the creature. In addition, if a target is concentrating on a spell, it must succeed on a DC 26 concentration check or lose concentration on the spell.

Spellcasting. Urza casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save DC 26):

At will: detect magic, detect thoughts, druidcraftgreater restoration, sending, thaumaturgy

3/day each: flesh to stone, heal, regenerate (as an action), synaptic static

1/day each: dominate monster, plane shiftresurrection (as an action), teleport

Sovereign's Maddening Gaze. Urza targets a creature that she can see within 120 feet of her. If the target can see Urza, it must succeed on a DC 26 Intelligence saving throw or take 40 (12d6) psychic damage and become infected with Yellow Psychosis.

Bonus Actions

Change Size. Urza magically changes her size to Large, or back to her true size.

Summon Living Nightmares (Recharge 5-6). Urza summons 5 physical manifestations of her Yellow Psychosis insanity. These manifestations use the statistics of shadow horrors, have 5 hit points each, and appear in unoccupied spaces that Urza chooses within 120 feet of her. They act as Urza's allies and take their turns immediately after hers. They remain until they die, Urza dismisses them as a bonus action, or Urza is cured of her Yellow Psychosis.

Legendary Actions

Urza 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. Urza regains spent legendary actions at the start of her turn.

Attack. Urza makes an attack.

Sovereign's Maddening Gaze. Urza uses Sovereign's Maddening Gaze.

Cat and Mouse (Costs 2 Actions). Urza moves up to her speed without provoking opportunity attacks and can use Swallow.

Medley of Spell and Song (Costs 3 Actions). Urza uses Spellcasting or Weavesong, if available.

Description

With a psyche twisted and demented into insanity and false perception, Urza, archfey of the Abyssal Court, becomes the Mad Sovereign. Plagued by Yellow Psychosis of the highest degree, Urza struggles to imprison herself in her underground lair beneath the capital city of her domain, lest she become a threat to her own people. However, she fights a losing battle as the psychic disease overtakes and corrupts her mind, making her a sadistic, imperious psychotic. Now driven into madness, she awaits anyone who dares confront her, finding distorted solace in her crazed, cruel disposition.

Archfey

When a fey entity gains god-like power and prominence among certain fey-kind, it becomes an archfey. Each archfey has a unique set of powers and typically controls a specific domain within the Feywild itself. Some are transcendent versions of fey races while others are awakened natural spirits. Archfey are usually worshipped or otherwise revered by a populace of Fey, which becomes the archfey's court of followers that oftentimes regard them as a deity. Warlocks and archfey are known to form fey pacts through which the archfey contracts the warlock to fulfill its agenda in exchange for granting the warlock fey-like powers and abilities.

Lair and Lair Actions

While Urza has special influence across all of the Abyssal Court's domain, her control is stronger in the domain's capital city, Cesaline Lex Defue (pronounced seh-sah-leen lay day-few), Sylvan for "City of the Depths." Her ambient powers are strongest in her cavern home underneath the city's central city hall, the Chamber of Harmony.

Lair Actions

On initiative count 20 (losing initiative ties), Urza can take one of the following lair actions; Urza can’t take the same lair action two rounds in a row:

Veil of the Sea. Until initiative count 20 of the next round, Urza's physical form blends with the water around her, effectively making her invisible. While in this state, creatures can share the same space as Urza. If a creature occupies Urza's space when this effect ends, it is immediately shunted to an unoccupied space within 5 feet of Urza.

Phantom Chorus. Several incorporeal voices begin to chant dissonant melodies throughout the lair, creating a distracting symphony until initiative count 20 of the next round. While the voices echo through the lair, each creature other than Urza that can hear them must make a DC 20 Intelligence saving throw when casting a spell. If the creature fails, the spell fails and has no effect.

Maelstrom. A violent whirlpool temporarily swirls throughout the lair. Each creature in the lair other than Urza must make a DC 20 Strength saving throw. On a failed save, a creature takes 24 (8d6) bludgeoning damage and is moved to an unoccupied space of Urza's choice within the lair. On a successful save, a creature takes half as much damage and is not moved.

Regional Effects

Cesaline Lex Defue and its surrounding region are magically influenced by Urza's presence as an Archfey, which creates one or more of the following effects:

Sovereign's Protection. While within 8 miles of Cesaline Lex Defue, the people of the Abyssal Court and creatures friendly to the court are under the effect of the sanctuary spell (save DC 26) which ends as normal under the conditions described in the spell. If this effect ends for a creature, it regains this boon after 24 hours pass.

Ambient Melodies. Where there isn't music or song already, atmospheric music subtly plays in the back of creatures' minds within 8 miles of Cesaline Lex Defue.

Stage Fright. Creatures hostile to the Abyssal Court constantly feel like they are being watched and judged. When such a creature comes within 8 miles of Cesaline Lex Defue, it must succeed on a DC 26 Charisma saving throw. On a failed save, Urza is aware of the creature's presence and its relative location.

Omniscient Tendrils. As an action, Urza can summon any number of her spectral tendrils to any location within Cesaline Lex Defue and perceive through them out to a range of 120 feet. She can attack with them as normal and resummon them back to her at any time (no action required).

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

The Resonant

The Resonant are an elite corps of the Abyssal Court's army. These soldiers are master tacticians who use weavesong to greatly enhance their combative advantage. Each Resonant takes an oath to faithfully serve as the court's vanguard and thereby gains the Oath of the Resonant trait from Urza's blessing.

Oath of the Resonant. This creature is immune to the charmed and frightened conditions. In addition, when this creature starts its turn with no more than half of its hit points left, it can inspire itself by singing and regain 15 hit points.

Previous Versions

Name Date Modified Views Adds Version Actions
7/30/2023 7:14:45 AM
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v1
Coming Soon
12/29/2023 4:26:15 PM
15
0
v2
Coming Soon

Monster Tags: NPCfey

Habitat: Underwater

Lightning_Hood

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