Acolyte Runath, Overmind of the Grand Design CR: 18
Medium humanoid, chaotic neutral
Armor Class: 17
Hit Points: 200 (20d8+110) 20d8+110
Speed:
30 ft
Saving Throws: Str +1, Dex +2, Con +6, Int +16, Wis +9, Cha +10
Skills: Arcana +20
Condition Immunities: Charm, Frightened, Poisoned
Senses: Truesight 30ft
Languages: Common, Abyssal, Celestial
Challenge Rating: 18
Proficiency Bonus: +6
Acolyte Runath is a level 16th spellcaster. His spellcasting ability is Intelligence. (Spell Save DC 24, +16 to Spell Attacks). Acolyte Runath has the following Wizard Spells prepared.
• Cantrips (at will): mage hand, prestidigitation, Sacred Flame, Shape Water, Chill Touch
• 1st level (10 slots): detect magic, magic missile, shield, silvery barbs, absorb elements
• 2nd level (6 slots): detect thoughts, invisibility, crown of madness, misty step, vortex warp,
• 3rd level (6 slots): fly, counterspell, dispel magic, fireball, bestow curse, slow, glyph of warding
• 4th level (6 slots): arcane eye, banishment, dimension door, polymorph, Summon Abberation, Summon Construct, Summon Celestial, Summon Greater Devil, watery sphere,
• 5th level (6 slots): bigby's hand, far step, immolation, temporal shunt, wall of force, telekinesis, cloud kill
• 6th level (2 slot): arcane gate, disintegrate, eyebite, chain lightning, globe of invulnerability, contingency, planar binding, Scatter, gravity fissure,
• 7th level (2 slot): finger of death, forcecage, simulacrum, reverse gravity, Tether Essence, mordenkainen's magnificent mansion, plane shift
• 8th level (1 slot): dominate monster, power word stun, demiplane, dark star, power word: stun
At will: Slow, Haste
Artificial Arcanum. Acolyte Runath keeps an enchanted mechanical fetish on his person. While Progenitor Type 0 | The Nexus Engine of Origins and Nirvana is sealed, Acolyte Runath can concentrate on up to two spells at once, and gains resistance to bludgeoning, slashing, and piercing damage, as well as 10 temporary hitpoints at the start of his turn.
Well Equipped. Acolyte Runath has the following magical items and is attuned to each of them.
- Staff of the Magi
- Robe of Stars
- 3 Ioun Stones (Protection)
Spacial Reflection. With his understanding of how the planes operate, his delving into the secrets of time and space, he is able to fold space and create reflections that duplicate the environment like a mirror. As a bonus action Acolyte Runath creates a spatial barrier that reflects everything about the environment on one side of the barrier. The easiest way to visualize this would be to hold a mirror on the battlemap, or simply draw a line and copy everyone from one side onto the other with a seperate piece of paper.
Temporal Refraction. With his understanding of space and time, a side result of his delving into extraplanar magic, he is able to manipulate the effects of time. As a bonus action he can make a target within 120ft make a constitution saving throw. On a failure they are incapacitated and stunned until the start of their next turn, on a sucess they spend 2ft for every 1ft they move.
Legendary Actions
Can take 2 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. Spent legendary actions are regained at the start of each turn.
Spell: Acolyte Runath casts a cantrip or spell.
One with the Weave (Costs 3 Actions): Roll a 1d8, restore spell slots for a spell slot level up to the number rolled.
Lair Actions
On initiative count 20 (losing initiative ties), Acolyte Runath can take one of the following lair actions. Acolyte Runath cannot take the same lair actions two rounds in a row.
Loyal Attendents. Briefly summon one of any of the following creatures for one round, Outpath Acolyte, Outer Path Magistratus, Outer Path Neophyte, or Planesworn. They take their turn immedietly after this lair action. At the start of intiative count 20 of the next round, they teleport back to their statues and petrify once mroe.
Planar Infusion. The Grand Sanctum transforms and takes on the properties of one of the planar, channeling their essence. The entire lair gains one of the following abilities.
- Elemental Plane of Fire: Creatures make a dexterity saving throw at the start of their turn, or take 6d6 fire damage as flames erupt beneath them.
- Elemental Plane of Air: Creatures make a dexterity saving throw at the start of their turn, or get thrown to a random spot within 30ft, also taking 3d6 bludgeoning damage.
- Elemental Plane of Water: The entire lair becomes flooded with water, everyone is forced to swim.
- Elemental Plane of Earth: The ground is difficult terrain, creatures take 2d4 piercing damage for every 5ft they move on the ground.
- Limbo: The lair becomes incredibly unstable, as elements randomly fire off at a whim with no rhyme or reason. Creatures roll a 1d4 at the start of their turn, taking a number of 1d6s of random damage equal to the result.
- Mechanis: No one can benefit or suffer from advantage or disadvantage, no critical hits can be scored in this lair, no wild magic or antimagic can exist in this zone.
- Abyss: Roll a 1d20, on a 10 or lower no damage dice can roll above half of the highest possible result, on a 11 or higher, no damage dice can roll below half of the highest possible result.
- Upper Planes: All creatures regenerate 20 hitpoints at the start of their turn, constructs are not affected, undead take 20 radiant damage at the start of their turn that cannot be reduced.
"You see no shadows when you gaze to the pure heaven, our goal, is the space beyond that light. That is where our perfection, and ascension lies." Acolyte Runath was always a prodigy, and a seeker of knowledge. He studied at Candlekeep Centuries ago, but was banished for delving too far into forbidden subjects, and even attempting to usurp the deepest parts of the deep below the Keep. He intensely interested in the magic native to other planes, and sought a way to reach and harness them. He found a broken up prophecy that lead up on this journey of extraplanar discovery, written by planeswalking migrants who settled down in Faerun many generations ago. He didn't have much time to read before the alarms sound but he managed to catch a snippet of a new world, where great powers beyond understanding walk amongst mortals.
As well as something about a curse and divine retribution, but he didn't really care about that. So he set about his research into the extraplanar. Eventually coming into contact with Xaniel and their clockwork tower. With their help they established the blueprints for the Progenitor Engine, a method to directly harness the ambient magic, without limit. So long as an area is suffused with enough of the weave or a similar material, the Progenitor Engine will be able to use it.