Baphine, Mindbender
Medium celestial, lawful evil
- Armor Class: 18 (Natural Armor)
- Hit Points: 350 (28d8 + 224)
- Speed: 30 ft., Fly 60 ft. (hover)
STR DEX CON INT WIS CHA 14 (+2) 16 (+3) 22 (+6) 20 (+5) 18 (+4) 20 (+5)
- Saving Throws Int +11, Wis +9, Cha +10
- Skills Deception +10, Insight +9, Perception +9
- Damage Resistances psychic, radiant
- Condition Immunities charmed, frightened
- Senses Truesight 60 ft., Darkvision 120 ft., passive Perception 19
- Languages: Promethean, all others (telepathically)
- CR 20
Traits
Magic Resistance. Baphine has advantage on saving throws against spells and other magical effects.
Spellcasting. Innate Spellcasting. Baphine's innate spellcasting ability is Intelligence (spell save DC 19). She can innately cast the following spells, requiring no material components:
- At will: Detect Thoughts, Charm Person
- 3/day each: Major Image, Modify Memory, Hallucinatory Terrain, Phantasmal Killer
- 1/day each: Mislead, Programmed Illusion, Feeblemind, Mind Blank
Illusions Manifest. Baphine can make her illusions real. When she casts any spell that creates an illusion, objects and creatures in the illusion become real for 1 minute. Any damage they deal is real, and any damage they take is also real. Her illusionary creatures have an AC 18 and 30 HP.
Legendary Resistance (3/Day.) If Baphine fails a saving throw, she can choose to succeed instead.
Bonus Actions
Mind Freeze. Baphine targets one creature within 60 feet of her that she can see. The target must succeed on a DC 19 Wisdom saving throw or be charmed by Baphine until the end of its next turn. While charmed, the target cannot move unless Baphine directs it to.
Actions
Multiattack. Baphine makes three Mind Spike attacks, replacing one with Psychic Surge, if available.
Mind Spike. Ranged Spell Attack: +11 to hit, reach 30 ft., one target. Hit: 22 (4d8+5) psychic damage.
Psychic Surge (Recharge 5-6). Baphine releases a wave of psychic energy in a 60-foot cone. Each creature in that area must make a DC 19 Intelligence saving throw, taking 60 (12d10) psychic damage on a failed save, or half as much damage on a successful one. Creatures that fail the save are stunned until the end of their next turn.
Mindbend (Recharge 20). Baphine exerts her full power. All creatures within 1 mile of Baphine must succeed on a DC 19 Wisdom saving throw or be charmed by Baphine. Baphine can designate any number of creatures to automatically succeed on this saving throw. While charmed, a creature is incapacitated. It can repeat the saving throw at the end of each of its turns, ending the effect on a success. Baphine must concentrate on this ability as though it were a spell. If she uses her action to do anything else, the effect ends.
Legendary Actions
Baphine 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. Baphine regains spent legendary actions at the start of her turn.
- Psychic Assault. Baphine uses her Mind Spike.
- Puppeteer. One creature charmed by Baphine must use its reaction to move its full movement as Baphine directs. This does not provoke opportunity attacks.
- Madness Twist (Costs 2 Actions). A creature Baphine can see within 60 feet must make a DC 19 Wisdom saving throw. On a failed save, the target is affected by the Insanity spell for 1 minute, becoming frightened and suffering from short-term madness (roll a d100 to determine the effect). The target can repeat the saving throw at the end of each of its turns, ending the effect on a success.
Netarr, the Pale King
Large celestial, neutral evil
- Armor Class: 23 (Natural Armor)
- Hit Points: 450 (30d10+240)
- Speed: 60 ft., Fly 60 ft. (hover)
STR DEX CON INT WIS CHA 30 (+10) 18 (+4) 30 (+10) 24 (+7) 22 (+6) 28 (+9)
- Saving Throws Str +16, Dex +10, Con +16, Int +14, Wis +12, Cha +15
- Skills Insight +14, Perception +14
- Damage Immunities bludgeoning, piercing, and slashing from nonmagical attacks
- Damage Resistances fire, thunder, lightning, cold, necrotic
- Condition Immunities charmed, frightened, stunned, paralyzed
- Senses Truesight 60 ft., Darkvision 120 ft., Passive Perception 24
- Languages: Common, Promethean, Primordial
- CR 25
Traits
Magic Resistance. Netarr has advantage on saving throws against spells and other magical effects.
Legendary Resistance (3/Day.) If Netarr fails a saving throw, he can choose to succeed instead.
Bonus Actions
The Pale King Shapes the World. Netarr chooses a point he can see within 300 feet and activates one of four effects. He cannot do the same effect two turns in a row.
- Earth. All creatures within 60 feet of the point must make a DC 21 Dexterity saving throw or take 36 (8d8) bludgeoning damage and be knocked prone. On a successful save they take half damage and are not knocked prone. The affected area becomes difficult terrain for one round.
- Wind. All creatures within 60 feet of the point must make a DC 21 Strength saving throw or be blown 30 feet in a direction of Netarr's choosing, including up or down. If they collide with any terrain they take 28 (8d6) bludgeoning damage.
- Fire. Lava spouts from the ground in a 60-foot line that is 5 feet wide. Any creature in its path must succeed on a DC 21 Dexterity saving throw or take 55 (10d10) fire damage.
- Water. All creatures within 60 feet of the point must make a DC 21 Constitution saving throw or take 52 (8d12) cold damage and have their speed reduced by half until the end of their next turn as the water in their body freezes.
Actions
Multiattack. Netarr can make four attacks, two with his Slam and two with his Elemental Blast.
Slam. Melee Weapon Attack: +18 to hit, reach 10 ft., one target. Hit: 36 (4d12 + 10) bludgeoning damage.
Elemental Blast. Ranged Weapon Attack: +15 to hit, reach 20 ft., one target. Hit: Roll 1d6. Netarr deals 29 (4d10 + 7) damage of the type according to the table below.
- 1: Fire
- 2: Cold
- 3: Thunder
- 4: Lightning
- 5: Acid
- 6: Force
Legendary Actions
Netarr 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. Netarr regains spent legendary actions at the start of his turn.
- Worldshaper Burst. Netarr releases a burst of energy in a 60-foot radius centered on himself. Each creature in that area must make a DC 28 Dexterity saving throw or take 29 (3d12 + 10) damage of a random elemental type (roll on the table for his Elemental Blast).
- World, Stand Still. Netarr teleports to a point he can see within 60 feet.
- Pale King's Fury (Costs 2 Actions.) Netarr can make an Elemental Blast attack.