*Medium humanoid, neutral evil*
***
> **Armor Class** 20
> **Hit Points** 144
> **Speed** 30 ft., 40 ft. fly (hover)
> **CR** 17 (18000 XP)
***
| **Str** | **Dex** | **Con** | **Int** | **Wis** | **Cha** |
| :-----: | :-----: | :-----: | :-----: | :-----: | :-----: |
| 16 (+3) | 21 (+5) | 18 (+4) | 18 (+4) | 20 (+5) | 14 (+2) |
***
> **Saves** STR +8, DEX +10, INT +9, WIS +10
> **Skills** Arcana +9, Insight +10, Perception +10
> **Senses** darkvision 60 ft., passive Perception 20
> **Damage Resistances** necrotic
> **Languages** [[Common]], [[Deep Speech]], [[Undercommon]]
> **Proficiency Bonus** +5
***
**Anti-Magic Cone.** The Strangers eyes create an area of anti-magic, as if under the effect of the antimagic field spell, in a 60-foot cone originating from the Stranger. At the start of the Strangers turn, they can choose if the cone is active or not.
**Legendary Resistance(3/Day).** If the Stranger fails a saving throw, it can choose to succeed instead.
**Psychic Defence.** If the Stranger wears no armor, their AC includes their Wisdom modifier.
**Time Bandit(1/Day).** At the start of the Strangers turn, they can choose to roll a d6. Depending on the outcome, the following effects happen:
> * *1-3.* The Stranger gains an addition action and doubles its movement speed.
>* _4-6._ The next time the Stranger fails a saving throw, attack, or ability check, they can choose to reroll the dice and choose which outcome to use.
##### Actions
**Multiattack.** The Stranger can make three unarmed strike attacks. They can choose to substitute one of the attacks with an eye ray attack.
**Unarmed Strike.** *Melee Weapon Attack.* +10 to hit, reach 5 ft., one target. *Hit:* 9 (1d8 + 5) bludgeoning damage plus 18 (4d8) psychic damage.
**Psionics.** The Stranger can cast one of the following spells, requiring no spell components. They use their Wisdom as their spellcasting ability (+10 to hit, spell save DC 18):
* *At will.* Mage Hand (invisible)
* *3/Day.* See Invisibility, Telekinesis
* *1/Day.* Globe of Invulnerability, Plane Shift, Wall of Force
**Eye Ray(Recharge 5-6).** The Stranger can shoot one eye ray with a randomized effect to a target they can see within 120 feet.
| D10 | Effect |
| :-: | ----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- |
| 1 | **Charm Ray.** The target must make a DC 17 Wisdom saving throw or be <abbr title="A charmed creature can’t attack the charmer or target the charmer with harmful abilities or magical effects. The charmer has advantage on any ability check to interact socially with the creature.">charmed</abbr> for 1 hour, or until the Stranger harms the target in any way. |
| 2 | **Paralyzing Ray.** The target must make a DC 17 Constitution saving throw or be <abbr title="A paralyzed creature is incapacitated (see the condition) and can’t move or speak. The creature automatically fails Strength and Dexterity saving throws. Attack rolls against the creature have advantage. Any attack that hits the creature is a critical hit if the attacker is within 5 feet of the creature.">paralyzed</abbr> for 1 minute. The target can remake the saving throw at the end of their turn to end the effect. |
| 3 | **Fear Ray.** The target must make a DC 17 Wisdom saving throw or be <abbr title="A frightened creature has disadvantage on ability checks and attack rolls while the source of its fear is within line of sight. The creature can’t willingly move closer to the source of its fear.">frightened</abbr> for 1 minute. The target can remake the saving throw at the end of their turn to end the effect. |
| 4 | **Slowing Ray.** The target must make a DC 17 Dexterity saving throw. On a failure, the targets speed is halved for 1 minute. In addition, they cannot take any reactions and they must choose between using an action or a bonus action during their turn. The target can remake the saving throw at the end of their turn to end both effects. |
| 5 | **Enervation Ray.** The target must make a DC 17 Constitution saving throw, taking 36 (8d8) necrotic damage on a failure, or half as much on a success. |
| 6 | **Telekinetic Ray.** The target must make a DC 17 Strength saving throw. On a failure, the Stranger can move the target up to 30 feet in any direction. The target is <abbr title="A restrained creature’s speed becomes 0, and it can’t benefit from any bonus to its speed. Attack rolls against the creature have advantage, and the creature’s attack rolls have disadvantage. The creature has disadvantage on Dexterity saving throws.">restrained</abbr> while under the effect of the telekinesis until the start of the Strangers next turn. |
| 7 | **Sleep Ray.** The target must make a DC 17 Wisdom saving throw or fall asleep and be <abbr title="An unconscious creature is incapacitated (see the condition), can’t move or speak, and is unaware of its surroundings The creature drops whatever it’s holding and falls prone. The creature automatically fails Strength and Dexterity saving throws. Attack rolls against the creature have advantage. Any attack that hits the creature is a critical hit if the attacker is within 5 feet of the creature.">unconscious</abbr> for 1 minute. If the target takes damage, or if another creature uses an action to wake them up, the target stops being asleep and the effect ends early. |
| 8 | **Petrification Ray.** The target must make a DC 17 Dexterity saving throw or start turning to stone and be <abbr title="A restrained creature’s speed becomes 0, and it can’t benefit from any bonus to its speed. Attack rolls against the creature have advantage, and the creature’s attack rolls have disadvantage. The creature has disadvantage on Dexterity saving throws.">restrained</abbr>. At the end of its next turn, the target must repeat the saving throw. On a success, the effect ends. On a failure, the target is <abbr title="A petrified creature is transformed, along with any nonmagical object it is wearing or carrying, into a solid inanimate substance (usually stone). Its weight increases by a factor of ten, and it ceases aging. The creature is incapacitated (see the condition), can’t move or speak, and is unaware of its surroundings. Attack rolls against the creature have advantage. The creature automatically fails Strength and Dexterity saving throws. The creature has resistance to all damage. The creature is immune to poison and disease, although a poison or disease already in its system is suspended, not neutralized.">petrified</abbr> until cured by a greater restoration spell or a similar effect. |
| 9 | **Disintegration Ray.** The target must make a DC 17 Dexterity saving throw or take 45 (10d8) force damage. If this damage reduces the target to 0 hit points, their body is turned into a fine grey dust. |
| 10 | **Death Ray.** The target must make a DC 17 Dexterity saving throw or take 55 (10d10) necrotic damage. If this damage reduces the target to 0 hit points, the target dies instantly. |
##### Reactions
**Damage Absorption(1/Day).** If the Stranger is hit with necrotic damage, they can use their reaction to gain immunity against that specific damage. If they do, they can regain hit points equal to half the damage they received.
**Fate Swap(1/Day).** As a reaction, when a creature the Stranger can see within 30 feet of them takes damage, the creature gains an extra immediate action it can use. If it is the creatures turn, the extra action acts similar to an action surge. If it isn't the creatures turn, they can use the action right there in between the turns of another creature.
##### Legendary Actions
The stranger can take 3 legendary actions. Each legendary action must be made after the turn of another creature has ended. At the top of the round, the Stranger regains their expended legendary actions.
**Strike.** The Stranger can make an unarmed strike.
**Teleport.** The Stranger teleports to an unoccupied space it can see within 30 feet.
**Change Gravity(Costs 3 Actions).** The Stranger casts the reverse gravity spell, using their Wisdom as their spellcasting ability. They can choose to orient the area in any direction, making the creatures and objects within it to fall to the bottom of the orientated area.