Summon Psychic Thralls. The Visage summons 1d2 ghosts onto the battlefield within 30 ft.
Chaotic Brainache. As a main attack, the Visage rolls a d12 and casts the corresponding spell in a 30 ft. cone, attacking any enemies within that range. Spell save DC for all spells, if required, is 18.
1: Chaos Bolt, range 120 ft.
You hurl an undulating, warbling mass of chaotic energy at one creature in range. Make a ranged spell attack against the target. On a hit, the target takes 2d8 + 1d6 (3-22) damage. Roll one d8. The number rolled on that die determines the attack's damage type; acid, cold, fire, force, lightning, poison, psychic, or thunder.
A creature can be targeted only once by each casting of this spell.
2: Dissonant Whispers, range 60 ft
You whisper a discordant melody that creatures of your choice within range can hear, wracking it with terrible pain. The target must make a Wisdom saving throw. On a failed save, it takes 3d6 psychic damage and must immediately use its reaction, if available, to move as far as its speed allows away from you. The creature doesn’t move into obviously dangerous ground, such as a fire or a pit. On a successful save, the target takes half as much damage and doesn’t have to move away. A deafened creature automatically succeeds on the save. This spell is cast as Level 1.
3: Mind Spike, range 60 ft. Duration: Concentration, up to 1 hour
You reach into the mind of one creature you can see within range. The target must make a Wisdom saving throw, taking 3d8 (3-24) psychic damage on a failed save, or half as much damage on a successful one. On a failed save, you also always know the target's location until the spell ends, but only while the two of you are on the same plane of existence. While you have this knowledge, the target can’t become hidden from you, and if it’s invisible, it gains no benefit from that condition against you. This spell is cast as Level 2.
4: Phantasmal Force, range 60 ft. Duration: Concentration, up to 1 minute
You craft an illusion that takes root in the mind of a creature that you can see within range. The target must make an Intelligence saving throw. On a failed save, you create a phantasmal object, creature, or other visible phenomenon of your choice that is no larger than a 10-foot cube and that is perceivable only to the target for the duration. This spell has no effect on undead or constructs.
The phantasm includes sound, temperature, and other stimuli, also evident only to the creature.
5. Tasha’s Mind Whip, range 90 ft.
You psychically lash out at creatures you can see within range. The target must make an Intelligence saving throw. On a failed save, the target takes 3d6 (3-18) psychic damage, and it can’t take a reaction until the end of its next turn. Moreover, on its next turn, it must choose whether it gets a move, an action, or a bonus action; it gets only one of the three. On a successful save, the target takes half as much damage and suffers none of the spell’s other effects. This spell is cast as Level 2.
6: Phantasmal Killer, range 120 ft. Duration: Concentration, up to 1 minute
You tap into the nightmares of a creature you can see within range and create an illusory manifestation of its deepest fears, visible only to that creature. The target must make a Wisdom saving throw. On a failed save, the target becomes frightened for the duration. At the end of each of the target’s turns before the spell ends, the target must succeed on a Wisdom saving throw or take 4d10 (4-40) psychic damage. On a successful save, the spell ends. This spell is cast as Level 4.
7: Raulothim's Psychic Lance, range 120 ft
You unleash a shimmering lance of psychic power from your forehead creatures that you can see within range. Alternatively, you can utter a creature’s name. If the named target is within range, it becomes the spell’s target even if you can’t see it. If the named target isn’t within range, the lance dissipates without effect.
The target must make an Intelligence saving throw. On a failed save, the target takes 7d6 (7-42) psychic damage and is incapacitated until the start of your next turn. On a successful save, the creature takes half as much damage and isn’t incapacitated.
8: Summon Aberration, range 90 ft. Duration: Concentration, up to 1 hour
You call forth an aberrant spirit. It manifests in an unoccupied space that you can see within range. This corporeal form uses the Aberrant Spirit stat block. When you cast the spell, choose Beholderkin, Slaad, or Star Spawn. The creature resembles an aberration of that kind, which determines certain traits in its stat block. The creature disappears when it drops to 0 hit points or when the spell ends.
9: Synaptic Static, range 120 ft
You choose a point within range and cause psychic energy to explode there. Each creature in a 20-foot-radius sphere centered on that point must make an Intelligence saving throw. A creature with an Intelligence score of 2 or lower can’t be affected by this spell. A target takes 8d6 (8-48) psychic damage on a failed save, or half as much damage on a successful one.
After a failed save, a target has muddled thoughts for 1 minute. During that time, it rolls a d6 and subtracts the number rolled from all its attack rolls and ability checks, as well as its Constitution saving throws to maintain concentration. The target can make an Intelligence saving throw at the end of each of its turns, ending the effect on itself on a success.
10: Mental Prison, range 60 ft. Duration: Concentration, up to 1 hour
You attempt to bind a creature within an illusory cell that only it perceives. One creature you can see within range must make an Intelligence saving throw. The target succeeds automatically if it is immune to being charmed. On a successful save, the target takes 5d10 (5-50) psychic damage, and the spell ends. On a failed save, the target takes 5d10 (5-50) psychic damage, and you make the area immediately around the target’s space appear dangerous to it in some way. You might cause the target to perceive itself as being surrounded by fire, floating razors, or hideous maws filled with dripping teeth. Whatever form the illusion takes, the target can’t see or hear anything beyond it and is restrained for the spell’s duration. If the target is moved out of the illusion, makes a melee attack through it, or reaches any part of its body through it, the target takes 10d10 (10-100) psychic damage, and the spell ends.
11: Maddening Darkness, range 150 ft. Duration: Concentration, up to 10 minutes
Magical darkness spreads from a point you choose within range to fill a 30-foot-radius sphere until the spell ends. The darkness spreads around corners. A creature with darkvision can’t see through this darkness. Nonmagical light, as well as light created by spells of 8th level or lower, can't illuminate the area. Shrieks, gibbering, and mad laughter can be heard within the sphere. Whenever a creature starts its turn in the sphere, it is blinded and must make a Wisdom saving throw, taking 8d8 (8-64) psychic damage on a failed save, or half as much damage on a successful one.
12: Feeblemind, range 150 ft
You blast the mind of a creature that you can see within range, attempting to shatter its intellect and personality. The target takes 4d6 (4-24) psychic damage and must make an Intelligence saving throw.
On a failed save, the creature’s Intelligence and Charisma scores become 1. The creature can’t cast spells, activate magic items, understand language, or communicate in any intelligible way. The creature can, however, identify its friends, follow them, and even protect them.
At the end of every 30 days, the creature can repeat its saving throw against this spell. If it succeeds on its saving throw, the spell ends. The spell can also be ended by Greater Restoration, Heal, or Wish.
Legendary Reaction: Spell Reflection. If the Visage makes a successful saving throw against a spell, or a spell attack misses it, the Visage can choose another creature (including the spellcaster) it can see within 30 feet of it. The spell targets the chosen creature instead of the Visage. If the spell forced a saving throw, the chosen creature makes its own save. If the spell was an attack, the attack roll is rerolled against the chosen creature. On a successfully reflected attack, the Visage uses Absorb Ethereal Essence, gaining the same amount of HP as damage dealt.
Legendary Reaction: Absorb Ethereal Essence. As an immediate reaction to the death of an ally, the Visage may absorb the departing essence, gaining the same amount of HP.
Legendary Action: Split Personality. Expend one charge of Split Personality to use 2 Actions in one turn, allowing one use of Summon Psychic Thralls and Chaotic Brainache. There are 3 total charges and they recharge at the end of the encounter.
Description
The Visage of Psydion appears as a haunting, violet, spectral mask encompassing both insane laughter and terrorizing fear. It is able to summon minions through its huge maw and send psychic attacks through its unending stare.
Comments