Zaerith Menyar Ag-Gith Medium humanoid (gith), lawful neutral Armor Class 22

22 Hit Points 150 (20d8 + 60)

150 (20d8 + 60) Speed 0 ft., fly 40 ft. (hover) STR DEX CON INT WIS CHA 5 (-3) 3 (-4) 17 (+3) 26 (+8) 27 (+8) 19 (+4) Saving Throws Str +4, Dex +3, Con +10, Int +15,

Str +4, Dex +3, Con +10, Int +15, Wis + 15, Cha +11

Skills Arcana +22, History +22,

Arcana +22, History +22, Insight +22, Perception +15, Persuasion +11

Damage Resistances psychic

psychic Condition Immunities prone

prone Senses truesight 120 ft., passive Perception 25

truesight 120 ft., passive Perception 25 Languages understand Celestial, Common,

understand Celestial, Common, Draconic, Gith, Infernal but cannot speak,

telepathy 120 ft.

Challenge 24 (62,000 XP) Immobile. Zaertith is incapable of physically moving his body. He cannot perfom any action that requires him a part of his body in any way without the aid of his servants.

Legendary Resistance (3/Day). If Zaerith fails a saving throw, he can choose to succeed instead.

Innate Spellcasting (Psionics). Zaerith's innate spellcasting ability is Wisdom (spell save DC 23, +15 to hit with spell attacks). He can innately cast the following spells, requiring no components:

At will: levitate, mage hand (the hand is invisible), mind spike (no concentration damage only), tongues

3/day each: counterspell, globe of invulnerability, haste, phantasmal killer, plane shift, shield, telekinesis, teleport, teleportation circle, wall of force

1/day each: power word stun, psychic screem, time stop

Spellcasting. Zaerith is a 20th-level spellcaster. His spellcasting ability is Intelligence (spell save DC 23, +15 to hit with spell attacks). He has the following wizard spells prepared, all of which can be cast with no vocal or somantic components:

Cantrips (at will): chill touch, control flames, firebolt, ray of frost, toll the dead

1st level (4 slots): absorb elements, detect magic, magic missile, thunderwave

2nd level (3 slots): detect thoughts, hold person, invisibility, mirror image, scorching ray

3rd level (3 slots): dispel magic, fireball, hypnotic pattern, lightning bolt, sleet storm

4th level (3 slots): banishment, fire shield, greater invisibilty, ice storm

5th level (3 slots): cone of cold, hold monster, geas, mislead

6th level (2 slots): chain lightning, disintigrate

7th level (2 slots): finger of death

8th level (1 slot): feeblemind

9th level (1 slot): prismatic wall, wish

Psychic Defense. While Zaerith is wearing no armor and wielding no shield, his AC includes his Intelligence and Wisdom modifier.

Legendary Actions Zaerith 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. Zaerith regains spent legendary actions at the start of his turns.

Cantrip. Zaerith casts a cantrip using is his spellcasting feature.

Mind Spike. Zaerith casts mind spike using his innate spellcasting feature.

Shared Pain (Costs 2 Actions). Zaerith targets one creature he can see within 6o feet of him. The target must succeed on a DC 18 Wisdom save. On a failed save whenever Zaerith takes damage the target also takes psychic damage equal to the amount Zaerith has taken. The target can repeat the save at the end of each of it's turns ending the effect on a success. This effect lasts until Zaerith uses this legendary action again or until 1 minute has passed.

Cast Spell (Costs 1-3 Actions). Zaerith uses a spell slot to cast1st-, 2nd-, or 3rd- level spell that he has prepared. Doing so costs 1 legendary action per level of the spell.

Change Gravity (Costs 3 Actions). Zaerith casts the reverse gravity spell. The spell has the normal effect, except that Zaerith can orient the area in any direction and creatures and objects fall towards the end of that area.

On initative count 20 losing initiative ties, Zaerith can take one of the following lair actions. He cannot use the same lair action twice in a row:

Zaerith chooses an area no larger than a 20 foot square. That area becomes molten metal for the duration. The area counts as difficult terrain and creatures that start their turn or enter the area for the first time on their turn must succeed on a DC 18 Dexterity saving throw or take 8d6 fire damage. The area returns to normal on initiative count 20 the next round.