Alien Nature: At the start of each of Bazu's turns, each creature they choose within ten feet of them must make a DC 15 Wisdom saving throw or take 13 (3d8) psychic damage on a failed save and half, minus the creature's wisdom modifier, on a successful one.
Phase out: Bazu can move through other creatures and objects as if they were difficult terrain. Each creature passed through using this feature takes 5 (1d10) psychic damage; no creature can take this damage more often than once per turn. Seer Bazu takes 5 (1d10) psychic damage if they end their turn inside an object.
Inspiring Presence: While within 30 feet of bass, any ally of the Seer makes their saving throws with advantage and regains 1d8 hit points whenever it starts its turn there.
Legendary Resistance (2/Day): If Bazu fails a saving throw, they can choose to succeed instead.
Bend Reality: When Bazu rolls a '1' on any die, they may reroll, but must keep the new number.
Spellcasting. Bazu is a 23rd-level spellcaster. Their spellcasting ability is Intelligence (spell save DC 21, +13 to hit with spell attacks). Bazu has following warlock spells prepared:
Cantrips (at will): chill touch, eldritch blast, guidance, mage hand, minor illusion, ray of frost, shocking grasp
1st level (6 slots): armor of Agathys, arms of Hadar, cause fear, dissonant whispers, hellish rebuke, hex, Tasha's hideous laughter, witch bolt
2nd level (5 slots): crown of madness, detect thoughts, mind spike, mirror image, phantasmal force, ray of enfeeblement, shadow blade, suggestion
3rd level (5 slots): counterspell, clairvoyance, dispel magic, fear, hunger of Hadar, hypnotic pattern, summon lesser demons, vampiric touch
4th level (5 slots): banishment, blight, dimension door, Evard's black tentacles, sickening radiance, summon greater demon
5th level (5 slots): contact other plane, dominate person, enervation, immolation, scrying, synaptic static, telekinesis
6th level (4 slots): circle of death, chain lightning, eyebite, flesh to stone, mass suggestion
7th level (4 slots): crown of stars, etherealness, finger of death, power word pain, forcecage, plane shift
8th level (3 slots): Abi-Dalzim's horrid wilting, demiplane, maddening darkness, power word stun
9th level (3 slots): gate, imprisonment, meteor swarm, power word kill, prismatic wall
Multiattack: Bazu makes two comet staff attacks, or uses Psychic Orb twice.
Comet Staff: Melee Weapon Attack: +10 to hit, reach 5 ft., 1 target. Hit: 6 (1d6 + 3) bludgeoning damage, plus 17 (5d6) psychic damage, and the target must succeed on a DC 15 Constitution saving throw or be incapacitated until its next turn.
Psychic Orb: Ranged Spell Attack: +13 to hit, range 120 ft., 1 target. Hit: 27 (6d8) psychic damage.
Warp Distance (Recharge 6): Bazu warps space around one creature they can see within 60 feet of them. That creature must make a DC 21 Wisdom saving throw.
Option two: On a failed save, the target, along with any equipment it is carrying or wearing, is magically teleported up to 60 feet to an unoccupied space Bazu can see, and all creatures within 10 feet of the targets original space each take 39 (6d12) psychic damage. On a successful save, the target takes half damage.
Option two: On a failed save, any one effect or attack is magically extended in a straight line to the target.
Bend Space: Whenever Bazu would be hit by an attack or a spell, they teleport, exchanging places with an ally they can see within 60 feet of it. The ally is hit instead.
Feed on Weakness: Whenever a creature within 60 feet of Bazu fails a saving throw, they gain 10 hit points.
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