The Weight of Sin. Wanusic emits an increasingly powerful gravity aura. Any creature that starts its turn with a clear path to Wanusic takes an amount of force damage equal to the number of the current round plus the damage taken the previous round, and is drawn an equal number of feet toward Wanusic.
Gravity Shroud. Any creature that starts its turn within 10 feet of Wanusic has its speed reduced by 10 feet until the start of their next turn.
Vigilant Defender. Wanusic responds to danger with extraordinary vigilance. In combat, he gets a special reaction that he can take once on every creature’s turn, except his turn. He can use this special reaction only to make an opportunity attack, and he can’t use it on the same turn that he takes his normal reaction.
Spellcasting. Wanusic is a 21st-level spellcaster. His spellcasting ability is Wisdom (spell save DC 20, +11 to hit with spell attacks). Wanusic has the following Cleric spells prepared:
1st level (at will): Command, Heroism
2nd level (at will): Hold Person, Zone of Truth
3rd level (at will): Mass Healing Word, Slow
4th level (at will): Compulsion, Locate Creature
5th level (at will): Commune, Dominate Person
Legendary Resistance (3/Day). If Wanusic fails a saving throw, he can choose to succeed instead.
Consistent Tactics. Wanusic uses Cast a Spell and then uses Black Hole.
Cast a Spell. Wanusic casts a spell from his list of prepared spells.
Claw. Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 18 (2d12 + 5) bludgeoning damage, 5 (1d10) force damage, and 5 (1d10) psychic damage. On a hit, the target must succeed on a DC 20 Dexterity saving throw or become grappled by Wanusic (escape DC 20). Until this grapple ends, Wanusic can automatically hit the target with his claw, and Wanusic can't make attacks with his claw against other targets.
Shield Bash. Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 18 (2d12 + 5) bludgeoning damage, 5 (1d10) force damage, and 5 (1d10) psychic damage. On a hit, the target must succeed on a DC 20 Strength saving throw or be knocked prone.
Concussive Tail Crack. Ranged Weapon Attack: +10 to hit, range 20/60 ft., one target. Hit: 17 (2d12 + 4) force damage and 6 (1d10) psychic damage. On a hit, the target must succeed on a DC 20 Intelligence saving throw or become stunned until the start of their next turn.
Black Hole. Wanusic exudes a crushing gravitational force in a 30-foot radius sphere centered on himself. Each creature in that sphere must make a DC 20 Constitution saving throw. A creature takes 21 (6d6) force damage on a failed save, or half as much on a successful one. And every creature that failed the save is pulled 15 feet toward Wanusic.
Discordant Word. Wanusic utters a dreadful word, imbued with the power that shaped Pandemonium at the dawn of its creation. Choose any number of creatures you can see within range. Each creature that can hear you must make a DC 20 Charisma saving throw. Any creature with The Blessing of Destiny has advantage on this saving throw. On a failed save, a creature suffers an effect based on its current hit points:
- 50 hit points or fewer: deafened for 1 minute
- 40 hit points or fewer: deafened and blinded for 10 minutes
- 30 hit points or fewer: blinded, deafened, and stunned for 1 hour
- 20 hit points or fewer: killed instantly
Regardless of its current hit points, a celestial, an elemental, a fey, or a fiend that fails its save is forced back to its plane of origin (if it isn't there already) and can't return to Wanusic's current plane for 24 hours by any means short of a wish spell.
Opportunity Attack. Wanusic makes an attack with his Claw or his Shield Bash.
Wanusic can take as many legendary actions as there are combatants against him, 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. Wanusic regains spent legendary actions at the start of his turn.
Claw (Costs 1 Action). Wanusic makes one Claw attack against a creature in range.
Shield Bash (Costs 1 Action). Wanusic makes one Shield Bash against a creature in range.
Concussive Tail Crack (Costs 1 Action). Wanusic makes one Concussive Tail Crack against a creature in range.
Lair and Lair Actions
Lair Actions
At the top of the round, Wanusic takes a lair action to cause the following effect:
- Mad Winds. Every creature in the lair must make a DC 20 Wisdom saving throw. On a failed save, the creature gains one level of exhaustion. A creature that reaches six levels of exhaustion while in the lair doesn’t die. Instead, the creature gains a random form of indefinite madness, as described in chapter 8, “Running the Game.”
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