Deacon Hope for your D&D consumption purposes. The Ophelia is the offical high-priestess of UNITY the way Deacon Hope was portrayed he seemed to also be a machine-priest for UNITY.
Medium fey (mnemovore), lawful evil
Armour Class 19 (incorporeal deflection)
Hit Points 300 (24d8 +180)
Speed fly 40 ft.
STR (22) (+6) DEX 23 (+6) CON 22 (+6)
INT 17 (+3) WIS 20 (+5) CHA 22 (+6)
Saving Throws Dex +13
Damage Immunities cold, lightning, fire, thunder; bludgeoning, piercing, and slashing from non magical weapons
Damage Vulnerabilities force
Condition Immunities charmed, exhaustion, frightened, grappled, paralyzed, petrified, poisoned, prone, restrained
Senses Darkvision 60 ft., passive Perception 15
Languages Abyssal, Aklo, Gothic, Aquan, Auran, Celestial, Draconic, Ignan, Infernal, Terran
Challenge 17 (18,000 XP)
Evasion. If Deacon Hope is subjected to an effect that allows him to make a Dexterity saving throw to take only half damage, Deacon Hope instead takes no damage if he succeeds on the saving throw, and only half damage if he fails.
Holographic Magic. Deacon Hope’s spell-like abilities are as much a manipulation of holograms as magic. The save DCs of these spells increase by 2 when in the presence of holographic machinery (such as in areas D8–D10). Additionally, Deacon Hope’s dimension door spell-like ability isn’t as much actual teleportation as it is merely him manifesting himself through an electrical outlet or object on the recreation deck. As such, this ability isn’t impeded by the Divinity Drive, but it functions only here on the recreation deck (areas D1–D17).
Incorporeal Movement. Deacon Hope can move through other creatures and objects as if they were difficult terrain. He takes 5 (1d10) force damage if he ends his turn in side an object.
Magic Resistance. Deacon Hope has advantage on saving throws against spells and other magical effects.
Memory Consumption. Deacon Hope feeds on memories and knowledge via his incorporeal touch. A creature damaged by his touch must succeed at a DC 19 Wisdom save or take 1d4 points of Intelligence drain and have disadvantage on all saving throws and ability checks related to Inteligence. If a creature is reduced to 1 IntligenceFor each point of Intelligence drained, Deacon Hope gains 1 memory point—a memory point fades after 1 hour if not used. Deacon Hope can expend memory points as free actions to accomplish the following effects.
- Arcane Recall: Deacon Hope can regain one use of a 3/day spell-like ability by expending 2 memory points, or one use per day of a 1/day spell-like ability by expending 5 memory points.
- Corporeal Form: Deacon Hope can become corporeal for 1 round by expending 1 memory point. He loses the incorporeal trait and defense and his fly speed, but gains a speed of 30 feet and a Strength score equal to his Charisma (22).
- Feat Absorption: As he inflicts Intelligence drain on a target, he can expend 4 memory points to gain one feat of his choice possessed by the target. This feat persists for 1 hour, during which time the target can’t use that feat (this doesn’t impact access to feats that use the absorbed feat as a prerequisite).
- Skill Absorption: As Deacon Hope inflicts Intelligence drain on a target, he can expend 2 memory points to gain one skill check bonus of his choice possessed by the target—he attempts skill checks with this skill using the target’s total bonus, not his own. This skill bonus persists for 1 hour, during which time the target attempts all checks with that skill as if untrained.
Sneak Attack (1/Turn). Deacon Hope deals an extra 21 (6d6) damage when he hits a target with incorporeal touch and has advantage on the attack roll, or when the target is within 5 feet of an ally of Deacon Hope that isn’t incapacitated and the Deacon Hope doesn’t have disadvantage on the attack roll.
Innate Spellcasting. Deacon Hope’s spellcasting ability is Charisma (spell save DC 20). Deacon Hope can innately cast the following spells, requiring only verbal components:
At will—detect thoughts (PHB pg. 231), dimension door, veil (self only, 1r invisibility)
3/day—hypnotic pattern (PHB pg. 231), major image, mirror image
1/day—hallucinatory terrain, illusory wall, phantasmal killer, shadow conjuration
Multiattack. Deacon Hope makes two incorporeal touch attacks and casts one spell. He may also use memory thief if available.
Incorporeal Touch. Melee Weapon Attack: +12 to hit vs. DEX, reach 5 ft., one target.
Hit: 20 (4d6 + 6) force damage and 17 (4d6 + 3) psychic damage plus memory consumption.
Memory Thief (recharge on 5 or 6). Deacon Hope targets a living creature he can see, the target must make a DC 20 Wisdom saving throw or take 20 (3d10+3) psychic damage, and the target cannot forgets the accumulated knowledge of their adventuring career and can not use any feats or class features above 1st level. The target may make a DC 20 Wisdom saving throw at the start of their turn to regain their abilities and on a successful save regains all their feats and class features but is stunned for one round as the memories come tumbling back.
Deacon Hope 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. Deacon Hope regains spent legendary actions at the start of his turn.
Memory Thief. Deacon Hope makes one incorporeal touch attack.
Hologram Jump (Costs 2 Actions). Deacon Hope magically teleports, along with any equipment he is wearing or carrying, up to 120 feet to an unoccupied space he can see.
Holo Magic (Costs 3 Actions). Deacon Hope casts a spell.
Before Combat Deacon Hope uses hallucinatory terrain each morning as part of his morning sermon to make the ceiling above area D2 seem as if it were open to the air, complete with a day-night cycle.
During Combat Hope hates a fair fight. He uses mirror image constantly, then shadow conjuration and phantasmal killer spells to create distractions. If he has allies, he stays mobile and seeks to maximize sneak attacks with his incorporeal touch, but when alone, he uses Improved Feint to do the same.
Morale If reduced below half hit points, Deacon Hope flees to the theater and his sanctum beyond (area D10), but if cornered there in his Quiet Garden, he fights to the death.
Though he appears to be a handsome middle-aged man with fine features and olive skin, Deacon Hope is a mnemovore, an outsider formed from light and stolen memories. He guides his android parishioners in a worship of Unity that seems benevolent on the surface, rewarding community spirit and kindling a sense of empowerment. But Hope’s sermons deride nonbelievers, and those who blaspheme are eventually turned over to the Blessed Envisioners to be “gifted” with horrifying transformations.