Greed Incarnate
Chefei’s power is drawn from the players’ greed.
She deals +6 damage to any creature that has picked up treasure in this dungeon.
She has advantage on attacks, saves, and spell effects against creatures wearing or attuned to rare or legendary magic items picked up in this dungeon.
Her abilities target carried or attuned magical items as valid objects.
Multi attack : When attacking, Chefei can use their maw or claw action twice or together.
Blinding slash: when Chefie lands a attack from golden claws, the target must roll a dc 13 con save or be blinded till next turn
Spellcasting Ability: Charisma (Spell Save DC 17, +5 to hit)At-Will:
- Eldritch Blast (4 beams, 1d10+5)
- Thaumaturgy
- Minor Illusion
- 3/day each:
- Dispel Magic
- Counterspell
- Wall of Force
- Dominate Monster
- Chain Lightning
- Synaptic Static
1/day each:
- Mass Suggestion
- True Seeing (self only)
- Time Stop
- Foresight (self only, cast at start of battle)
Golden Claws (melee weapon attack)
Melee Weapon Attack: +6 to hit, reach 10ft., 1 target. Hit: 12 (2d6 + 6) [Slashing] damage.
Maw of the Eclipse (Melee Weapon Attack).
+7 to hit, reach 10 ft., one target.
Hit: 28 (2d10 + 6) piercing damage + 18 (4d8) radiant damage. If the target is frightened, it must succeed on a DC 20 Wisdom save or be paralysed until the end of its next turn.
Tail Slam (Melee Weapon Attack).
+6 to hit, reach 15 ft., line 10 ft wide
Hit: 22 (3d10 + 6) bludgeoning damage + target must make a DC 15 Strength saving throw or be thrown 30 ft. and knocked prone.
Vocal Curse of Binding (5/day).
She speaks a curse in Celestial. All creatures within 60 ft must succeed on a DC 16 Charisma saving throw or be cursed for 1 minute. While cursed, they cannot regain hit points and must subtract 1d6 from their attack rolls.
Treasure Retraction (3/day)
Chefei targets 1 carried magic item picked up from the dungeon in range (60 ft). The items violently pull on their owner:
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the creature must succeed on a DC 16 Strength saving throw or be pulled within 10 ft of Chefei
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Then the item is inert for 1 minute unless Remove Curse is used.
Shifting Shadow Form (Recharge 4–6).
She turns into a golden mist and teleports up to 30 ft. to an unoccupied space she can see. Creatures adjacent to her departure point must make a DC 16 Constitution save or be blinded until the end of their next turn.
Soul Mirror (2/Day)
She targets a creature she can see. Until the end of her next turn, any time that creature casts a spell or uses an ability, Chefeican copy it as a legendary action.
Hypocrites Curse
When she is targeted by a spell that would cause her to suffer a condition or effect, she can force the caster to make a DC 17 Charisma saving throw. On a failure, the spell targets them instead. Does not apply to spells that affect an area.
Reflective Hex
When a creature casts a spell or strikes her with a magic item, she may reflect a backlash:
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The attacker takes 1d12 + 3 force damage. [roll]1d12+3[/roll]
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On a failed DC 15 Wisdom save, they are hexed, suffering disadvantage on attacks and saving throws until the end of their next turn.
Tail Whip.
She makes the tail attack.
Mirror of Moonlight (Costs 2).
She copies a spell cast in the last round (up to 6th level) and targets a new creature as if she had cast it.
Devour Magic (Costs 3).
She targets one ongoing magical effect or summoned creature. The spell or summon must succeed on a DC 19 spellcasting check or be dispelled/banished. She regains 50 HP.
Description
"In her first life, she tested generosity. In her last, she drowned in what she was meant to weigh."
Long before the mine was a place of greed and ruin, before its halls rang with the clatter of pickaxes and echoing greed, it was known as the Temple of Measure, a holy place buried beneath the world. Deep within it dwelled Chefei, a fox spirit born from the moonlight and gifted by celestial courts with nine radiant tails—each a thread of spiritual wisdom.
Chefei was no god, but no mere beast either. Her sacred charge was balance: to test the intentions of mortals who sought treasure, power, or salvation. Those who offered, shared, or refused to take more than they needed earned her silent blessing. Those who hoarded, deceived, or desecrated the offerings of the mine were gently marked. Not punished. Merely seen.
But all things have a tipping point.
When the party arrived, the final vaults were broken. The seals—some placed by high priests, others by Chefei herself—were ripped open. Talismanic chains burned away in sorcerous light. She watched as every test was failed, every chest opened, and every sacred mirror smashed for the diamonds within.
She pleaded in her own way: the floors trembled, illusions whispered, and sigils pulsed red.
But none listened.
The spirit that once balanced greed became a creature forged by it. Chefei's divine body warped into something terrible: her eyes split into six molten orbs, her fur became aurum flame, and her tails thrashed like wild gods. Her shrine became a tomb, her talismans no longer protective charms but seals trying to hold back the storm within.
And now, Chefei is no longer a guardian. She is the punishment.
This boss can easily be scaled up or down depending on how many chests were opened, and weaker and smaller versions could also be created. This version was created in relevance to the number of chests the party had opened, which was 15.
Lair and Lair Actions
Lair Actions
On initiative count 20 (losing initiative ties), Chefei takes a lair action to cause one of the following effects; Chefei can’t use the same effect two rounds in a row:
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Spirit Trap.
A golden talisman seal appears beneath a PC’s feet. The creature must succeed on a DC 15 Dex save or be trapped in a talisman (like Maze spell) for 1 round.
Lunar Field Shift.
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The battlefield warps. All movement costs are doubled, and ranged attacks have disadvantage until the next round.
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Ancestral Wrath.
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She calls forth the spirits of her slain ancestors. Each PC must make a DC 14 Wisdom save or take 30 (3d8) necrotic damage and be restrained by ghostly limbs until the start of their next turn.
Talisman Surge (once per battle).
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All remaining talismans glow and release a burst of magic. Everyone in the lair takes 2d10 force damage and must succeed on a DC 15 Con save or lose their next reaction
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