Proficiency Bonus +3
Legendary Resistance (2/Day). When Ruxithid fails a saving throw, he can choose to succeed instead.
Mental Fortitude. Ruxithid has advantage on saving throws against the charmed and frightened conditions.
Multiattack. Ruxithid makes two Psi-Charged Scimitar attacks.
Psi-Charged Scimitar. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage plus 7 (2d6) psychic damage.
(Bonus Action) Brain Tendrils (Recharge 5–6). Ruxithid unleashes a flurry of crystalline psychic tendrils from his brain, targeting one creature that he can see within 30 feet of himself. The target must succeed on a DC 15 Dexterity saving throw or take 9 (2d8) psychic damage and have the stunned condition until the start of Ruxithid's next turn.
(Bonus Action) Combat Command. Ruxithid commands one allied creature he can see within 60 feet of himself to strike. The creature can immediately use its reaction to make one melee weapon attack against a target within its reach.
Special Equipment. Nezznar has a spider staff.
Fey Ancestry. Nezznar has advantage on saving throws against being charmed, and magic can’t put him to sleep.
Sunlight Sensitivity. Nezznar has disadvantage on attack rolls when he or his target is in sunlight.
Multiattack. Nezznar makes two Poison Blast attacks.
Poison Blast. Melee or Ranged Spell Attack: +5 to hit, reach 5 ft. or range 120 ft., one creature. Hit: 9 (2d8) poison damage.
Spellcasting. Nezznar casts one of the following spells, using Intelligence as the spellcasting ability (spell save DC 13 unless otherwise noted):
- At will: dancing lights, mage hand, spider climb (from spider staff), web (from spider staff, save DC 15)
- 1/day each: darkness, faerie fire, invisibility, mage armor, magic missile, suggestion
Proficiency Bonus +3
Cacophony of Minds. Any creature that starts its turn within 30 feet of the intellect snare must succeed on a DC 17 Wisdom saving throw or have the incapacitated condition for 1 minute. An incapacitated creature can repeat the saving throw at the start of each of its turns, ending the effect on itself on a success. A creature that succeeds on the saving throw is immune to this intellect snare's Cacophony of Minds for 24 hours.
Magic Resistance. The intellect snare has advantage on saving throws against spells and other magical effects.
Multiattack. The intellect snare makes two Tentacle attacks.
Tentacle. Melee Weapon Attack: +9 to hit, reach 15 ft., one target. Hit: 10 (1d8 + 6) force damage, and if the target is a Medium or smaller creature, the target has the grappled condition (escape DC 17).
(Bonus Action) Siphon Thoughts. The intellect snare targets one creature it is grappling. The target must make a DC 17 Intelligence saving throw, taking 21 (6d6) psychic damage on a failed save, or half as much damage on a successful one. The intellect snare then regains a number of hit points equal to the amount of damage taken.
- Creature Sense. Aware of creatures in 100 mi of it that have INT score of 4+. It knows distance/direction to each creature, as well as INT score, can't sense anything else. Protected by a mind blank spell/a nondetection spell/similar magic can't be perceived.
- Incorporeal Movement. The refraction can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object.
- Legendary Resistance (5/Day). If the refraction fails a saving throw, it can choose to succeed instead.
- Magic Resistance. The refraction has advantage on saving throws against spells and other magical effects.
Multiattack. The refraction makes two Dissonant Claw attacks.
Dissonant Claw. Melee Weapon Attack: +11 to hit, reach 10 ft. or range 120 ft., one creature. Hit: 25 (3d12 + 6) psychic damage. If the target is a creature concentrating on a spell, its concentration is broken.
Mind Blast (Recharge 5–6). Creatures of the refraction's choice within 60 feet of it must succeed on a DC 19 Intelligence saving throw or take 33 (5d10 + 6) psychic damage and have the stunned condition for 1 minute. A stunned creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Spellcasting (Psionics). The refraction casts one of the following spells, requiring no spell components and using Intelligence as the spellcasting ability (spell save DC 19):
- At will: detect magic, detect thoughts
- 3/day each: dispel magic, modify memory
- 1/day each: feeblemind, plane shift (self only)
Teleport. The refraction teleports, along with any equipment it is wearing or carrying, up to 120 feet to an unoccupied place that it can see.
LA Uses: 3. Immediately after another creature's turn, can expend a use to take one of the following actions. The refraction of ilvaash regains all expended uses at the start of each of its turns.
- Mindbreaker. The refraction targets a creature within 120 feet of itself and disrupts its mental processes, causing the target to have disadvantage on all ability checks, attack rolls, and saving throws until the end of the target's next turn.
- Projected Claw (Costs 2 Actions). The refraction makes one Dissonant Claw attack.