GreatestHonor
Explorer
A relative of the necromancer sowing ill in Steyliff Grove. This daemon performs all the same petrifying and death-defying tricks as its kin—only it does them better.
Psychomancer
Large Undead (Daemon), Chaotic Evil
Armor Class 19 (Natural Armor)
Hit Points 170 (20d10 + 60)
Speed 0 ft., fly 30 ft. (hover)
Initiative 19 (+9)
Saving Throws Dex +9, Int +12, Wis +9, Cha +9
Damage Resistance lightning
Damage Immunities necrotic, poison; nonmagical bludgeoning, piercing, and slashing
Condition Immunities Charmed, Exhaustion, Frightened, Poisoned
Senses darkvision 240 ft., passive Perception 13
Languages ——
Challenge 19 (22,000 XP) Proficiency Bonus +6
Aversion to Sunlight. When the pyschomancer enters or starts its turn in an area of sunlight it must succeed a DC 15 Constitution saving throw or have its Constitution ability score reduced by 1. If the psychomancer’s Constitution score reaches 0 this way, it is destroyed. This reduction disappears after a short or long rest within an area of darkness. While within sunlight, the psychomancer has Disadvantage on attack rolls and ability checks.
Daemonic Attacks. Whenever the psychomancer deals damage against another creature other than another Daemon, that creature must succeed on a DC 17 Constitution or Charisma saving throw (creature’s choice) or have its hit point maximum reduced by half of the damage dealt. This reduction can be reverted by a short or long rest or the spell lesser restoration or similar magic.
Magic Resistance. The psychomancer has Advantage on saving throws against spells and magical effects.
Marshal Undead. The psychomancer is immune to being turned. In addition, all Undead creatures within 30 feet of the psychomancer gain a +6 bonus to saving throws against being Turned.
Menace (1/Rest). When the psychomancer is reduced to 0 hit points or slain outright, its hit points reset to 170, it removes all unwanted conditions and effects, and it recharges its Beffudling Breath, Force Beam, and Summon Skeletons action. Award a party an additional 22,000 XP (44,000 XP total) for activating this trait.
ACTIONS
Multiattack. The psychomancer uses its Befuddling Cloud action if available, then uses its Dead Fire action three times.
Dead Fire. The psychomancer chooses a point it can see within 180 feet. Each creature within 15 feet of this point must make a DC 20 Dexterity saving throw, taking 13 (3d8) fire damage plus 13 (3d8) necrotic damage on a failed save, or half as much on a success.
Befuddling Breath (Recharge 4-6). The psychomancer expels gray mist in a 60-foot cone. A creature inside this area must succeed a DC 20 Wisdom saving throw or be Confused for 1 minute. A Confused creature can repeat its saving throw at the end of each of its turns, ending the effect on itself on a success.
Force Beam (1/Rest). The psychomancer unleashes a blast of magical energy in a 120-foot line that is 5 feet wide. Each creature in this area must succeed a DC 20 Dexterity saving throw, or take 97 (15d12) force damage and be Petrified.
BONUS ACTIONS
Deadly Grasp. Melee Spell Attack: +12 to hit, reach 10 ft., one target. Hit. 22 (5d6 + 5) necrotic damage and the target is Grappled (escape DC 20). A creature that starts its turn Grappled by the psychomancer takes an additional 17 (5d6) necrotic damage and has its maximum hit points reduced to its current hit points. If the Grappled creature’s maximum hit points are reduced to 0, it dies.
Summon Skeletons (1/Rest). The psychomancer summons 12 (2d8 + 3) skeletons into unoccupied spaces it can see within 90 feet. The summoned skeletons disappear after 1 hour or after the psychomancer dies.
REACTIONS
Phasing Dodge. When targeted by an attack it can see, the psychomancer moves up to its speed. During this movement, the psychomancer becomes incorporeal, and is immune to nonmagical damage.
Psychomancer
Large Undead (Daemon), Chaotic Evil
Armor Class 19 (Natural Armor)
Hit Points 170 (20d10 + 60)
Speed 0 ft., fly 30 ft. (hover)
Initiative 19 (+9)
STR | DEX | CON | INT | WIS | CHA |
10 (+0) | 16 (+3) | 16 (+3) | 22 (+6) | 17 (+3) | 16 (+3) |
Saving Throws Dex +9, Int +12, Wis +9, Cha +9
Damage Resistance lightning
Damage Immunities necrotic, poison; nonmagical bludgeoning, piercing, and slashing
Condition Immunities Charmed, Exhaustion, Frightened, Poisoned
Senses darkvision 240 ft., passive Perception 13
Languages ——
Challenge 19 (22,000 XP) Proficiency Bonus +6
Aversion to Sunlight. When the pyschomancer enters or starts its turn in an area of sunlight it must succeed a DC 15 Constitution saving throw or have its Constitution ability score reduced by 1. If the psychomancer’s Constitution score reaches 0 this way, it is destroyed. This reduction disappears after a short or long rest within an area of darkness. While within sunlight, the psychomancer has Disadvantage on attack rolls and ability checks.
Daemonic Attacks. Whenever the psychomancer deals damage against another creature other than another Daemon, that creature must succeed on a DC 17 Constitution or Charisma saving throw (creature’s choice) or have its hit point maximum reduced by half of the damage dealt. This reduction can be reverted by a short or long rest or the spell lesser restoration or similar magic.
Magic Resistance. The psychomancer has Advantage on saving throws against spells and magical effects.
Marshal Undead. The psychomancer is immune to being turned. In addition, all Undead creatures within 30 feet of the psychomancer gain a +6 bonus to saving throws against being Turned.
Menace (1/Rest). When the psychomancer is reduced to 0 hit points or slain outright, its hit points reset to 170, it removes all unwanted conditions and effects, and it recharges its Beffudling Breath, Force Beam, and Summon Skeletons action. Award a party an additional 22,000 XP (44,000 XP total) for activating this trait.
ACTIONS
Multiattack. The psychomancer uses its Befuddling Cloud action if available, then uses its Dead Fire action three times.
Dead Fire. The psychomancer chooses a point it can see within 180 feet. Each creature within 15 feet of this point must make a DC 20 Dexterity saving throw, taking 13 (3d8) fire damage plus 13 (3d8) necrotic damage on a failed save, or half as much on a success.
Befuddling Breath (Recharge 4-6). The psychomancer expels gray mist in a 60-foot cone. A creature inside this area must succeed a DC 20 Wisdom saving throw or be Confused for 1 minute. A Confused creature can repeat its saving throw at the end of each of its turns, ending the effect on itself on a success.
Force Beam (1/Rest). The psychomancer unleashes a blast of magical energy in a 120-foot line that is 5 feet wide. Each creature in this area must succeed a DC 20 Dexterity saving throw, or take 97 (15d12) force damage and be Petrified.
BONUS ACTIONS
Deadly Grasp. Melee Spell Attack: +12 to hit, reach 10 ft., one target. Hit. 22 (5d6 + 5) necrotic damage and the target is Grappled (escape DC 20). A creature that starts its turn Grappled by the psychomancer takes an additional 17 (5d6) necrotic damage and has its maximum hit points reduced to its current hit points. If the Grappled creature’s maximum hit points are reduced to 0, it dies.
Summon Skeletons (1/Rest). The psychomancer summons 12 (2d8 + 3) skeletons into unoccupied spaces it can see within 90 feet. The summoned skeletons disappear after 1 hour or after the psychomancer dies.
REACTIONS
Phasing Dodge. When targeted by an attack it can see, the psychomancer moves up to its speed. During this movement, the psychomancer becomes incorporeal, and is immune to nonmagical damage.
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