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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 Class17 (natural armor)
Hit Points 26d12+130
Speed40 ft.Fly 60 ft.
Strength18 (+4)
Dexterity10 (+0)
Constitution20 (+5)
Intelligence22 (+6)
Wisdom20 (+5)
Charisma20 (+5)
Saving ThrowsDexterity d20+6 Constitution d20+11 Intelligence d20+12
Wisdom[roll:d20+11 Charisma d20+11
SkillsArcana d20+12 History d20+12 Insight d20+11
Perception d20+11 Religion d20+12
Damage ImmunitiesPsychicBludgeoningPiercing
Slashing from nonmagical attacks
Condition ImmunitiesCharmedFrightened
SensesTruesight 120 ft.Passive Perception 21
LanguagesCelestialCommonPrimordial
Sphinx
Challenge20 (25,000 XP)
Special 1InscrutableMedomai 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 intentionsor sincerity have a disadvantage
Special 2Legendary Resistance (3/day)If Medomai fails a saving throw,he can choose to succeed instead
Special 3Magic WeaponsMedomai's weapon attacks are magical
Special 4Physichic AwarenessMedomai knows if he hears a lie
Special 5SpellcastingMedomai 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 1Cantrips (at will)GuidanceGust
Minor Illusion
ThaumaturgyTure Strike
Spells 21st level (4 slots)Color SprayComprehend Languages
Detect MagicShield
Spells 32nd level (3 slots)BlurDetect Thoughts
Mind Spike
Spells 43rd level (3 slots)ClairvoyanceCounterspell
Haste
Spells 54th level (3 slots)DivinationFreedom of Movement
Locate Creature
Spells 65th level (3 slots)CommuneScrying
Telekinesis
Spells 76th level (2 slots)Globe of InvulnerabilityMental Prison
Scatter
Spells 87th level (2 slots)EtherealnessReverse Gravity
Sequester
Spells 98th level (1 slot)Antimagic FieldMind Blank
Spells 109th level (1 slot)ForesightPrismatic Wall
Action 1MultiattackMedomai 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 2ClawMelee Weapon Attack d20+10 to hit
Reach 10 ft., one targetHit 3d10+4 slashing damage
Legendary ActionsMedomai 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 1ClawMedomai makes a single claw attack
Legendary Action 2Predict (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 3Cast 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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