Medomai the Ageless
With a powerful leonine body almost twice as large as average, a mane of wild and uncut hair, and eyes that glow with unfathomable power, the sphinx Medomai cuts an imposing figure. And while Medomai is not above using his physical strength to defend himself, the truth is that, like many of Theros' sphinxes, Medomai prefers to spend his time reading, writing, rating, and peering into the future.
Medomai is one of the leaders of the enigmatic Close Lantern, an organization whose very existence is a closely guarded secret, and which counts the majority of Theros' sphinxes among its numbers. Like the other members of the Closed Lantern, Medomai is obsessed with recording both the past and future of Theros. When Medomai discovers information that he feels threatens the safety of Theros, and the civilizations that have slowly grown from its untamed wilderness, he often offers up his discoveries to others- but not before checking to make sure that doing so would lead to what he considers a better outcome.
Medomai the Ageless
With a powerful leonine body almost twice as large as average, a mane of wild and uncut hair, and eyes that glow with unfathomable power, the sphinx Medomai cuts an imposing figure. And while Medomai is not above using his physical strength to defend himself, the truth is that, like many of Theros' sphinxes, Medomai prefers to spend his time reading, writing, rating, and peering into the future.
Armor Class | 17 (natural armor) | ||
---|---|---|---|
Hit Points | 26d12+130 | ||
Speed | 40 ft. | Fly 60 ft. | |
Strength | 18 (+4) | ||
Dexterity | 10 (+0) | ||
Constitution | 20 (+5) | ||
Intelligence | 22 (+6) | ||
Wisdom | 20 (+5) | ||
Charisma | 20 (+5) | ||
Saving Throws | Dexterity d20+6 | Constitution d20+11 | Intelligence d20+12 |
Wisdom[roll:d20+11 | Charisma d20+11 | ||
Skills | Arcana d20+12 | History d20+12 | Insight d20+11 |
Perception d20+11 | Religion d20+12 | ||
Damage Immunities | Psychic | Bludgeoning | Piercing |
Slashing from nonmagical attacks | |||
Condition Immunities | Charmed | Frightened | |
Senses | Truesight 120 ft. | Passive Perception 21 | |
Languages | Celestial | Common | Primordial |
Sphinx | |||
Challenge | 20 (25,000 XP) | ||
Special 1 | Inscrutable | Medomai is immune to any effect that would sense his emotions or read his thoughts, | as well as any divination spell that he refuses. |
Wisdom (Insight) checks made to ascertain Medomai's intentions | or sincerity have a disadvantage | ||
Special 2 | Legendary Resistance (3/day) | If Medomai fails a saving throw, | he can choose to succeed instead |
Special 3 | Magic Weapons | Medomai's weapon attacks are magical | |
Special 4 | Physichic Awareness | Medomai knows if he hears a lie | |
Special 5 | Spellcasting | Medomai is a 20th-level spellcaster. | His spellcasting ability is Intelligence (spell save DC 20). |
He requires no material components to cast his spells. | He has the following spells prepared: | ||
Spells 1 | Cantrips (at will) | Guidance | Gust |
Minor Illusion | |||
Thaumaturgy | Ture Strike | ||
Spells 2 | 1st level (4 slots) | Color Spray | Comprehend Languages |
Detect Magic | Shield | ||
Spells 3 | 2nd level (3 slots) | Blur | Detect Thoughts |
Mind Spike | |||
Spells 4 | 3rd level (3 slots) | Clairvoyance | Counterspell |
Haste | |||
Spells 5 | 4th level (3 slots) | Divination | Freedom of Movement |
Locate Creature | |||
Spells 6 | 5th level (3 slots) | Commune | Scrying |
Telekinesis | |||
Spells 7 | 6th level (2 slots) | Globe of Invulnerability | Mental Prison |
Scatter | |||
Spells 8 | 7th level (2 slots) | Etherealness | Reverse Gravity |
Sequester | |||
Spells 9 | 8th level (1 slot) | Antimagic Field | Mind Blank |
Spells 10 | 9th level (1 slot) | Foresight | Prismatic Wall |
Action 1 | Multiattack | Medomai makes two claw attacks If both claw attacks hit a creature, | Medomai can cast a spell from his list of prepared spells, |
expending a spell slot as normal | |||
Action 2 | Claw | Melee Weapon Attack | d20+10 to hit |
Reach 10 ft., one target | Hit 3d10+4 slashing damage | ||
Legendary Actions | Medomai the Ageless 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. | Medomai regains spent legendary actions at the start of his turn | ||
Legendary Action 1 | Claw | Medomai makes a single claw attack | |
Legendary Action 2 | Predict (Costs 2 Actions) | Medomai peers through the fog of time and into the near future. | After doing so, he 3d20 , |
then records the result of those dice. | Any time before the end of Medomai's next short or long rest, | when a creature within 60 feet of him rolls a d20, | Medomai can choose to replace the result of that roll with one of the recorded rolls. |
Medomai can use each recorded roll only once in this way, | and Medomai must choose whether to do so before the roll is made. | If Medomai uses this action again, | he loses all previously recorded rolls |
Legendary Action 3 | Cast a Spell (Costs 3 Actions) | Medomai casts a spell from his list of prepared spells, | using a spell slot as normal |
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