Corrupted Weapons. Tempani's weapon attacks are magical. When she hits with any weapon, the weapon deals an extra 8d8 psychic damage (included in the attack).
Warped Awareness. If Tempani looks a creature in the eyes, she knows its greatest fear.
Innate Spellcasting. Tempani's spellcasting ability is Charisma (spell save DC 25). She can innately cast the following spells, requiring no material components:
At will: detect evil and good, invisibility (self only)
3/day each: Tasha's Hideous Laughter, Evard's Black Tentacles
1/day each: Eyebite
Legendary Resistance (5/Day). If Tempani fails a saving throw, she can choose to succeed instead.
Limited Magic Immunity. Unless Tempai wishes to be affected, she is immune to spells of 6th level or lower and has advantage on savings throws of all spells and magical effects.
Multiattack. Tempani makes two greatsword attacks.
Greatsword. Melee Weapon Attack: +15 to hit, reach 5 ft., one target. Hit: 22 (4d6 + 8) slashing damage plus 27 (8d8) psychic damage.
Word of Truth. Tempani whispers a horrible truth of the Far Realms into the mind of one creature within 30 ft. The target must make a DC 25 Charisma save or take 27 (6d8) psychic damage. If they fail this check by 10 or more they are dominated by Tempani until the end of their next turn.
Slaying Longbow. Ranged Weapon Attack: +13 to hit, range 150/600 ft., one target. Hit: 15 (2d8 + 6) piercing damage plus 32 (8d8) psychic damage. If the target is a creature that has 100 hit points or fewer, it must succeed on a DC 17 Constitution saving throw or die.
Healing Touch (4/Day). The solar touches another creature. The target magically regains 40 (8d8 + 4) hit points and is freed from any curse, disease, poison, blindness, or deafness.
Merge (only available when below half hit points). Tempani reaches out to an Elder Being within 5ft. and merges with it, transforming into the Divine Horror.
Psychic Scream. Tempani unleashes a burst of negative psychic energy in a 75-foot cone. Each creature in that cone must make a DC 25 Dexterity saving throw, taking 70 (20d6) psychic damage on a failed save, or half as much on a successful save.
Counterspell (5/day).Tempani attempts to interrupt a creature in the process of casting a spell. If the creature is casting a spell of 8rd level or lower, its spell fails and has no effect. If it is casting a spell of 9th level, Tempani makes a Charisma check with a DC equal to 10 + the spell's level. On a success, the creature's spell fails and has no effect.
Shield. An invisible barrier of magical force appears and protects Tempani. Until the start of her next turn, she has a +5 bonus to AC, including against the triggering attack, and he takes no damage from magic missile
Tempani can take 5 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. Tempani regains spent legendary actions at the start of her turn.
Teleport. Tempani magically teleports, along with any equipment she is wearing or carrying, up to 120 feet to an unoccupied space she can see.
Maddening Burst (Costs 2 Actions). Tempani emits a burst of psychic energy. Each creature of her choice in a 10-foot radius must make a DC 23 Dexterity saving throw, taking 14 (4d6) psychic damage plus 14 (4d6) necrotic damage on a failed save, or half as much damage on a successful one.
Blinding Gaze (Costs 3 Actions). Temppani targets one creature she can see within 30 feet of her. If the target can see her, the target must succeed on a DC 20 Constitution saving throw or be blinded until magic such as the lesser restoration spell removes the blindness.
Lair and Lair Actions
Reverse Gravity. Tempani chooses a room within the lair that is no larger in any dimension than 100 feet. Until the next initiative count 20, gravity is reversed within that room. Any creatures or objects in the room when this happens fall in the direction of the new pull of gravity, unless they have some means of remaining aloft. Tempani can ignore the gravity reversal if she's in the room, although she likes to use this action to land on a ceiling to attack targets flying near it.
Madness of Tempani. Tempani creates a wave of madness. Each creature she can see within her lair must succeed on a DC 22 Wisdom saving throw or be charmed for 1 minute. While charmed in this way, a creature must use its action at the start of its turn before moving to make a melee attack against another creature of Tempani's choice within reach. If there are no creatures within reach, the charmed creature can act normally for that turn. A charmed creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Slow Time. Tempani skews the sense of time. Each creature she can see within her lair must succeed on a DC 22 Wisdom saving throw or be placed under the effects of a slow spell until the next initiative count 20.







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