The Deep Prince

= Xelachyrri - Daelkyr Prince =

Armor Class
20 (living breastplate)

Hit Points
350 (28d8 + 224)

Speed
40 ft.

Saving Throws
Strength +15, Wisdom +15, Charisma +16

Skills
Deception +16, History +16, Insight +15, Intimidation +16

Damage Resistances
acid, cold, fire, force, necrotic, thunder; bludgeoning, piercing, and slashing from magical or nonmagical weapons not made from byeshk

Damage Immunities
poison, psychic

Condition Immunities
blinded, charmed, deafened, exhaustion, frightened, paralyzed, petrified, poisoned

Senses
darkvision 60 ft., passive Perception 16

Languages
Understands all but does not speak. Instead, when Xelachyrri wishes to convey thoughts to a creature, it creates gusts of wind that are imbued with these thoughts. The strength of the gust of wind determines the volume which Xelachyrri wishes to speak with.

Challenge
30 (155,000 XP)

Alien Mind.
The mind of a daelkyr is a labyrinth that can swallow the thoughts of lesser creatures. Any creature who attempts to read the thoughts of the daelkyr or otherwise study its mind must make a Wisdom saving throw DC 17 or gain an indefinite madness (p. 260 DMG). Alternatively, the creature can suffer the effects of the confusion spell with an indefinite duration. The effect can only be removed by effects that cure indefinite madness.

Corrupting Touch.
Any creature that is touched by the daelkyr, be it from a slam attack, an attached tentacle whip, a grapple, or another such interaction, suffers 2 (1d4) necrotic damage and has an attribute of the daelkyr's choosing lowered by this same amount.

Daelkyr Immunities.
The daelkyr is immune to spells and abilities that inflict a curse, disease, or poison or that inflict ability damage.

Insanity.
Any action or trait available to the daelkyr that requires a creature to make a Wisdom saving throw can instead be used to require a Sanity saving throw instead.

Inscrutable.
The daelkyr is immune to any effect that would sense its emotions or read its thoughts (see alien mind), as well as any divination spell that it refuses. Wisdom (Insight) checks made to ascertain the daelkyr's intentions or sincerity have disadvantage.

Legendary Resistance (3/Day).
If the daelkyr fails a saving throw, it can choose to succeed instead.

Magic Weapons.
The daelkyr's weapon attacks are magical.

Shroud of Silence.
Xelachyrri emits an aura which inhibits or blocks all sound. The aura functions as silence spell centered on Xelachyrri that moves with him with an indefinite duration.

Multiattack.
The daelkyr makes two attacks with an attached tentacle whip, a slam attack, or a combination of the two.

Slam.
Melee Weapon Attack: +15 to hit, reach 5 ft., one target. Hit: 9 (1d6 + 6) bludgeoning damage plus corrupting touch.

Burst of Insanity (Recharge 6).
The daelkyr unleashes a wave of madness that fills nearby creatures with insanity. Any creatures of the daelkyr's choosing within a 30 ft. sphere centered on the daelkyr suffer 7 (2d6) psychic damage and must make a Wisdom saving throw DC 23 or suffer from the effects of a confusion spell. The daelkyr does not need to concentrate to maintain these effects.

Call Reinforcements (Recharge 6).
The daelkyr calls for assistance from its army of mad creations. Roll a d20 and consult the list below. The creatures called appear at the start of the daelkyr's next turn and act on the daelkyr's initiative. Creatures called this way are not conjured. 1-3: 1d4 dolgrims 4-6: 1d6 dolgrims and 1 dolguant 7-10: 1d8 dolgrims and 1d4 dolguants 11-14: 2d4 dolgrims and 1d6 dolguants 15-17: 2d6 dolgrims, 1d6 dolguants, and 1 mind flayer 18-20: 2d6 dolgrims, 1d8 dolguants, and 1d4 mind flayers

Humor Me (Recharge 6).
The daelkyr attempts to imbue a creature with unending laughter. The creature must make a Wisdom saving throw DC 23 or suffer the effects of a tasha's hideous laughter spell. The daelkyr does not need to concentrate to maintain this effect and the target can only make a Wisdom saving throw against the effect at the end of its turn; damage does not provoke an extra saving throw nor does it give the creature advantage on its next saving throw.

Incite Rage.
The daelkyr touches a creature, causing it to enter a rage. If the creature is already enraged, it instead becomed frenzied. The target creature cannot make a saving throw against this effect. The rage and frenzy effects function as those of the Barbarian class (p. 48 PHB) except the effect lasts for 1 minute and it cannot be ended early. The bonus rage damage inflicted with Strength-based weapon attacks is +3.

Legendary Actions
The daelkyr 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. The daelkyr regains spent legendary actions at the start of its turn.

Attack.
The daelkyr makes one slam attack or one attack with an attached tentacle whip.

Move.
The daelkyr moves up to half its speed.

Grapple.
The daelkyr makes a grapple attempt against any creature within range.

Humor Me (2 actions).
The daelkyr uses its humor me action. If the action is not recharged, the daelkyr can instead attempt to recharge the action.