Medium Humanoid (Elf, Sorcerer), Lawful Neutral
AC 20 (Psychic Defense)    Initiative +5 (15)
HP 169 (18d8 + 70)
Speed 30 ft., Fly 40 ft.
Mod Save
STR 16 +3 +9
DEX 21 +5 +11
CON 18 +4 +4
Mod Save
INT 18 +4 +10
WIS 20 +5 +11
CHA 14 +2 +2
Skills Arcana +9, Insight +10, Perception +10
Gear Sunblade, +2 Studded Leather Armor, 2 Supreme Potion of Healing, Shape-Shifter's Circlet
Senses Passive Perception 20
Languages None
CR 17 (XP 18,000, or 10,000 in lair; PB +6)
Traits

Legendary Resistance (3/Day). If the Cetus fails a saving throw, he can choose to succeed instead.

Psychic Defense. While Cetus is wearing light armor and wielding no shield, its AC includes its Wisdom modifier.

Actions

Multiattack. Cetus makes any combination of three Sunblade or Telekinetic Bolt attacks.

Sunblade. Melee Attack Roll: +12, reach 10 ft. Hit: 14 (2d6 + 7) Slashing damage plus 18 (4d8) Radiant damage. If the target is a creature, it must succeed on a DC 18 Strength saving throw or be pushed up to 10 feet away. DC check is unnecessary if hit with two or greater hits.

Telekinetic Bolt. Ranged Spell Attack: +12 to hit, range 120 ft., one target. Hit: 30 (9d6) force damage.

Spellcasting (Psionics). Cetus casts one of the following spells, requiring no spell components and using Wisdom as the spellcasting ability (spell save DC 18):

At will: mage hand (the hand is invisible)

3/day each: see invisibility, telekinesis

1/day each: globe of invulnerability, plane shift, wall of force

Bonus Actions

Astral Step (Recharge 4–6). Cetus teleports, along with any equipment it is wearing or carrying, up to 40 feet to an unoccupied space it can see.

Staggering Smite (Recharge 6). Cetus casts Staggering Smite on a target creature immediately following a successful hit.

Reactions

Parry. Trigger: Cetus is hit by a melee attack roll while holding a weapon. Response: Cetus adds 3 to its AC against that attack, possibly causing it to miss.

Legendary Actions

Cetus can take 3 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. The Cetus regains spent legendary actions at the start of its turn.

Force Back. Cetus makes one Sunblade attack. On a hit the target is moved 10 ft directly away from Cetus.

Astral Step. Cetus teleports, along with any equipment it is wearing and carrying, to an unoccupied space it can see within 40 feet of it.

Change Gravity (Costs 3 Actions). Cetus casts the reverse gravity spell, using Wisdom as the spellcasting ability. The spell has the normal effect, except that Cetus can orient the area in any direction and creatures and objects fall toward the end of the area.

Lair and Lair Actions

Cetus's Lair

In Limbo, Cetus create islands of tranquility in the otherwise turbulent plane. Cetus can use its psionic power to give form to formless substance, creating mountains, lakes, and structures to serve as a foundation for The Relentless.

Lair Actions. On initiative count 20 (losing initiative ties), Cetus can take one of the following lair actions; Cetus can’t take the same lair action two rounds in a row:

Create Object. Cetus casts the creation spell (as a 9th-level spell) using the unformed substance of Limbo instead of shadow material. If used in Limbo, the object remains until Cetus’s concentration is broken, regardless of its composition. If Cetus moves more than 120 feet from the object, Cetus's concentration breaks.

Move Object. Cetus can magically move an object it can see within 150 feet of it by making a Wisdom check with advantage. The DC depends on the object’s size: DC 5 for Tiny, DC 10 for Small, DC 15 for Medium, DC 20 for Large, and DC 25 for Huge or larger.

Psionic Bolt. Cetus casts the lightning bolt spell (at 5th level), but Cetus can change the damage type from lightning to cold, fire, psychic, radiant, or thunder. If the spell deals damage other than fire or lightning, it doesn’t ignite flammable objects.

Regional Effects. The region containing Cetus’s lair is warped by its presence, which creates one or more of the following effects:

Form Substance. In Limbo, Cetus can spend 10 minutes stabilizing a 5-mile area centered on it, causing the unformed substance to take whatever inanimate form Cetus chooses. During that process, Cetus determines the shape and composition of the forms created.

Stabilize Object. The Cetus stabilizes any object created in Limbo and brought to the Material Plane for as long as Cetus remains within 1 mile of it (no action required).

If Cetus dies, these effects end after 1d6 rounds. All formed substance becomes a chaotic churn of energy and matter, unraveling into unformed substance that dissipates 1d6 rounds later.

BertrumBattlehammer

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