NPC - Jace (corrupted)

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Medium Aberration (Planeswalker), Chaotic Evil


Armor Class 18 (Psionic Barrier)
Hit Points 270 (24d8 + 144)
Speed 30 ft., fly 40 ft. (hover)


STRDEXCONINTWISCHA
8 (−1)18 (+4)20 (+5)24 (+7)18 (+4)18 (+4)

Saving Throws Int +12, Wis +9, Cha +9
Skills Arcana +12, Insight +9, Deception +9, Investigation +12
Damage Resistances psychic; bludgeoning, piercing, and slashing from nonmagical weapons
Damage Immunities psychic
Condition Immunities charmed, frightened
Senses truesight 60 ft., passive Perception 14
Languages Common, Deep Speech, telepathy 120 ft.
Challenge 18 (20,000 XP)
Proficiency Bonus +6


Features

Innate Spellcasting (Psionics)

Jace’s innate spellcasting ability is Intelligence (spell save DC 21, +13 to hit). He can cast the following spells innately, without material components:

At will: detect thoughts, mage hand (invisible), dissonant whispers (psychic), phantasmal force
3/day each: telekinesis, dominate person, synaptic static, feeblemind
1/day each: mass suggestion, weird


Psionic Mastery (Recharge 5–6)

Jace regains all expended uses of his innate spellcasting and gains advantage on Intelligence and Wisdom saving throws for 1 minute.


Psionic Barrier (Recharge 5–6)

As a reaction, Jace halves all damage from one source and becomes incorporeal until the end of his next turn.


Mind Shatter (1/Day)

Each creature of Jace’s choice in a 20-foot radius must make a DC 21 Intelligence saving throw or take 45 (8d10) psychic damage and be stunned until the end of their next turn. On a success, they take half damage.


Legendary Resistance (2/Day)

If Jace fails a saving throw, he can choose to succeed instead.


Legendary Actions

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

  • Psionic Push. Target creature within 60 feet must succeed on a DC 21 Wisdom saving throw or be pushed 15 feet and fall prone.
  • Phantasmal Retaliation. Jace casts phantasmal force (no slot).
  • Mind Spike (Costs 2 Actions). Jace targets one creature he can see within 120 ft. The creature must make a DC 21 Intelligence saving throw or take 23 (5d8) psychic damage and lose concentration (if concentrating).

Lair Actions (Optional – Psychic Nexus or Planeswalker Sanctum)

On initiative count 20 (losing ties), Jace may cause one of the following effects:

  • Illusory Doubles. Enemies have disadvantage on attack rolls against Jace until initiative count 20 on the next round.
  • Confused Minds. All enemies must make a DC 21 Wisdom saving throw or be confused (as confusion) until the end of their next turn.

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