Large Aberration (Yuan-Ti), Chaotic Evil
Armor Class 18 Plate
Hit Points 272 (12d10 + 5)
Speed 50 ft.
STR
20 (+5)
DEX
12 (+1)
CON
20 (+5)
INT
21 (+5)
WIS
12 (+1)
CHA
24 (+7)
Saving Throws STR +11, CON +11, CHA +13
Skills Arcana +10, Intimidation +20
Damage Resistances Psychic
Condition Immunities Charmed, Frightened, Paralyzed, Poisoned
Senses Blindsight 120 - ft, Passive Perception 14
Languages Common, Deep Speech Deep speech, Common, Draconic
Challenge 20 (25,000 XP)
Proficiency Bonus +6
Traits

Special Trait Name. Enter the description for your special trait.

Innate Spellcasting (Psionics). Wayzo - Champion of Hastur's innate spellcasting ability is Intelligence (spell save DC 18). It can innately cast the following spells, requiring no components:

  • At will: detect thoughts, levitate

     

  • 1/day each: dominate person, plane shift (self only)

Actions

Wayzo - Champion of Hastur can make 3 lance attacks. 

Lance of order. Melee Weapon Attack: +12 to hit, reach 35 ft., one target. Hit: 2d12 +3 piercing damage. 

Mind Blast (Recharge 5–6). The elder brain magically emits psychic energy. Creatures of the elder brain's choice within 60 feet of it must succeed on a DC 18 Intelligence saving throw or take 32 (5d10 + 5) psychic damage and be stunned for 1 minute. A target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

 

 

Bonus Actions

Psionic shift. As a bonus action Wayzo -Champion of Hastur can move up to half your Speed without provoking Opportunity Attacks.

Reactions

Parry. When Wayzo - Champion of Hastur is hit with a melee attack, he may use his reaction to add +2 to your AC for the purposes of that attack, possibly causing it to miss.

Legendary Actions

Wayzo - Champion of Hastur can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. The elder brain regains spent legendary actions at the start of its turn.

Lance attack (1 Action). Enter the description for your legendary action.

Psychic pulse (1 Action). Wayzo - Champion of Hastur targets a creature within 120 feet of it with which it has a psychic link. Enemies of the elder brain within 10 feet of that creature take 10 (3d6) psychic damage.

Arms of Hastur (2 Actions). Wayzo - Champion of Hastur summons spectral tentacles that lash out in a 30 foot radius. Each creature within that range needs to make a DC 18 Strength saving throw and take 8d10 bludgeoning damage and be knocked prone on a failed save. Creatures that pass the saving throw take half damage and are not knocked prone. 

Psychic chain (2 Actions). Wayzo - Champion of Hastur chooses a point he can see within 120 feet radius and forces within a 30 foot radius of that point to make an DC 18 Intelligence saving throw. On a failed save, the target feels a tether form in their mind, binding them to Hastur's champion. For the duration, Wayzo and affected creatures will equally share in any damage inflicted upon Wayzo but can make another Intelligence saving throw at the end of damage received by this condition and creatures who pass this saving throw are unaffected by this condition. 

 

Mythic Actions

Enter the description for how mythic actions work for your monster here.

Mythic Action Name (Costs # Actions). Enter the description for your mythic action.

Description

Once a devout warrior of the church, now a servant of a darkness, Hastur has chosen to smile on Wayzo James and raise him to profound heights. This fallen warrior now boasts psionic abilities granted to him by his patron and seeks to see Hastur's will made manifest. 

Lair and Lair Actions

Within the Spiral of Sorrow, Hastur has granted his champion even more power to fulfil his duties. 

Lair Actions

On initiative count 20, Wayzo - Champion of Hastur takes a lair action to cause one of the following effects; Wayzo - Champion of Hastur can’t use the same effect two rounds in a row:

  • Wayzo - Champion of Hastur casts wall of force. 
  • Wayzo - Champion of Hastur targets one friendly creature it can sense within 120 feet of it. The target has a flash of inspiration and gains advantage on one attack roll, ability check, or saving throw it makes before the end of its next turn. If the target doesn't or can't use this benefit in that time, the inspiration is lost.
  • Wayzo - Champion of Hastur targets one creature it can sense within 120 feet of it and anchors it by sheer force of will. The target must succeed on a DC 18 Charisma saving throw or be unable to leave its current space. It can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

 

WayzoJames25

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