Innate Sorcery. Aspect of Xelar is a 9th-level sorcerer. Its spellcasting ability is Charisma (spell save DC 17, +9 to hit with spell attacks). It has the following spells prepared:
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Cantrips (at will): Mage Hand (invisible), Minor Illusion, Prestidigitation, Shadowflame, Soul Needle
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1st level (4 slots): Silvery Barbs, Dissonant Whispers, Shield, Obsidian Fang
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2nd level (3 slots): Misty Step, Tasha’s Mind Whip, Wraith Arrows
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3rd level (3 slots): Hunger of Hadar, Soul Pyre, Blightfall, Mirrormaw Curse
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4th level (3 slots): Greater Invisibility, Evard’s Black Tentacles, Marionette of Fur and Fang
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5th level (1 slot): Cone of Cold, Telekinesis, Wall of Shackled Souls
Metamagic (Recharge 5–6). Once per short rest, Aspect of Xelar may apply Twinned Spell or Quickened Spell to a casting without expending sorcery points.
Psychic Ward. The Aspect has advantage on saving throws against spells and other magical effects.
Claw (Dragon Hide). Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) slashing damage.
Mind-Piercing Screech (Recharge 5–6). All creatures of choice within 30 ft. must succeed on a DC 17 Wisdom saving throw or take 27 (6d8) psychic damage and be frightened until the end of their next turn.
Spellcasting. The Aspect casts one of its prepared spells.
Telekinetic Mastery. Bonus Action: The Aspect can shove one creature within 30 ft. (Str save DC 17 or pushed 5 ft.).
MIrrowmaw Curse, like counter spell but reflects it back at the caster. You take half the damage the original spell would have dealt. If the reflected spell dealt no damage, you instead take 4d6 psychic
The Aspect of Xelar 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.
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Cantrip. Casts a cantrip.
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Psychic Shove. Forces one creature within 30 ft. to make a DC 17 Strength save or be pushed 10 ft. away.
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Misty Step (Costs 2 Actions). Teleports up to 30 ft. to an unoccupied space it can see.
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Cast Spell (Costs 3 Actions). Casts a 1st–3rd level spell.
Lair and Lair Actions
On initiative count 20 (losing initiative ties), the Aspect of Xelar can invoke the power of its aberrant lair. It chooses one of the following effects:
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Psychic Pulse. Each enemy of the Aspect within 30 feet must succeed on a DC 15 Wisdom saving throw or take 7 (2d6) psychic damage and be pushed 10 feet away.
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Warping Shadows. Until initiative count 20 on the next round, the battlefield becomes coated in twisting shadows. Hostile creatures treat the area within 20 feet of the Aspect as difficult terrain.
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