Medium Celestial (Elf), Any Alignment
Armor Class 12 (+)(Natural Armor)
Hit Points 450 (30d8 + 300)
Speed 30 ft.
STR
10 (+0)
DEX
14 (+2)
CON
30 (+10)
INT
16 (+3)
WIS
17 (+3)
CHA
30 (+10)
Saving Throws INT +12, WIS +12, CHA +19
Skills Arcana +12, Deception +19, Insight +12, Sleight of Hand +11, Survival +12
Damage Resistances Acid, Damage from Spells
Damage Immunities Necrotic, Psychic
Condition Immunities Charmed, Exhaustion, Petrified
Senses Truesight 30ft, Passive Perception 22
Languages All
Challenge 30 (155,000 XP)
Proficiency Bonus +9
Traits

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

Magic Resistance. Adyss has advantage on saving throws against spells and other magical effects.

Turn Resistance. Adyss has advantage on saving throws against any effect that turns undead.

Learned Defense. Every time Adyss is hit by a Melee or Ranged attack that isn't a spell, his AC increases by 1 when being targeted by that same creature.

Borrowed Time. Adyss gains his power through his connection to Manteo, his home body. He can do any of his spells at will but it will cost him 5 times the spell's level in hit points in order to cast it.

Spellcasting. Adyss' spellcasting ability is Charisma (spell save DC 22, +19 to hit with spell attacks). Adyss has the following spells prepared:
Cantrips: Toll the DeadChill Touch
1st level: False LifeCause Fear
2nd level: Web, Enlarge/Reduce
3rd level: Animate DeadBeacon of Hope, Lightning Bolt
4th level: BanishmentCounterspell
5th level: CloudkillHold Monster
6th level: Mass SuggestionBlade Barrier
7th level: Delayed Blast FireballReverse Gravity
8th level: CounterspellReality Break
9th level: Time Stop, Prismatic Wall

Actions

Scythe. Melee Weapon Attack: +9 to hit, reach 10 ft., one creature. Hit: 18 (2d10 + 7) slashing damage plus 19 (3d12) necrotic damage. Any creature reduced to 0 hit points by this attack dies, with its body and everything it is wearing and carrying, except magic items, exploding into a cloud of ash. The creature can be restored to life only by means of a wish spell.

Invoke Curse (Recharge 6). Targets one creature he can see within 60 feet of him. The target must succeed on a DC 23 Constitution saving throw or be cursed. Until the curse is ended, the target can't regain hit points and has vulnerability to necrotic damage. Greater restoration, remove curse, or similar magic ends the curse on the target.

Breath Weapons (Recharge 5–6). Adyss uses one of the following breath weapons.

Necrotic Breath. Adyss exhales an icy blast in a 20-foot cone. Each creature in that area must make a DC 22 Constitution saving throw, taking 67 (15d8) necrotic damage on a failed save, or half as much damage on a successful one.

Paralyzing Breath. Adyss exhales paralyzing gas in a 20-foot cone. Each creature in that area must succeed on a DC 22 Constitution saving throw or be paralyzed for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

 

Legendary Actions

Adyss 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. Adyss regains spent legendary actions at the start of his turn.

Attack. Adyss makes a Scythe attack.

Move. Adyss moves up to his speed without provoking opportunity attacks.

Spell-casting (Costs 2 Actions). Adyss casts a spell.

Maddening Secrets (Costs 3 Actions). Adyss whispers an arcane secret into the mind of a creature he can see within 30 feet of him. The target must succeed on a DC 22 Wisdom saving throw or expend one of its spell slots of 3rd level or lower and deal 26 (4d12) force damage to each creature within 30 feet of it. A creature that fails the saving throw but can't expend a spell slot is instead stunned until the end of its next turn.

Lair and Lair Actions

 

 

Kadination2

Comments

Posts Quoted:
Reply
Clear All Quotes