Satori of the Violet Palace
She is a small sovereign of the dead court, a girl whose gentle presence hides a vast and dangerous gift. Her mind-reading can strip secrets from gods, yet she is loved by beasts that sense her compassion beneath the authority. She is the master of silent attendants and void-keepers, and her elder sibling's chaos only sharpens the contrast between her calm rule and the unruly world beyond the palace gates.
SmallMonstrosity(High Spirit)·CR Deadly·Neutral Good
Satori of the Violet Palace
psychicspirittelepathbosscourtanimal-friendlyundead-adjacentvoidpalaceelite
HP285AC+12SPDWalk 30 ft., Fly 40 ft. (hover), Phantom step through solid curtains, open doorways, and spirit veilsCR20|InsightPerceptionPersuasionArcanaStealthAnimal Handling
STR
18
DEX
22
save
CON
20
INT
22
save
WIS
24
save
CHA
22
save
Mind Reading. She can read the surface thoughts of any creature she can see within 120 feet. Creatures she has read this way cannot benefit from surprise against her for 24 hours.
Beloved by Animals. She has advantage on checks made to calm, command, or befriend beasts and spirit animals.
Aura of Listening. Her presence imposes a quiet psychic pressure. Enemy creatures that start their turn within 20 feet of her must succeed on a Wisdom saving throw or have disadvantage on their first attack roll that turn.
Telepathic Court. She can communicate telepathically with any creature within 120 feet that understands a language or has an animal mind.
Composed Spirit. She has advantage on saving throws against being charmed, frightened, stunned, or magically silenced.
Spirit Nature. She does not need to breathe, eat, or sleep, though she may still rest in a ceremonial trance.
Regal Persistence. When she would be reduced to 0 hit points, she instead drops to 1 hit point and gains 30 temporary hit points. This trait can be used once per day.
Phasing Step. She can move through creatures and objects as if they were difficult terrain, taking 5 force damage if she ends her turn inside an object.
Always Listening. She has advantage on initiative rolls and cannot be surprised.
Reassuring Voice. Allies within 30 feet who can hear her gain advantage on saving throws against fear.
Predator Sense. She can sense the nearest creature that harbors intense fear or murderous intent within 300 feet.
Lie Touch. If a creature lies directly to her, she immediately knows it lied, though not the full truth.
Guardian of Creatures. When an ally beast within 60 feet is hit by an attack, she can reroute the attacker's confidence, imposing disadvantage on its next attack before the end of its next turn.
Palace Authority. She is considered native to spiritual domains and gains advantage on checks made to navigate, command, or sanctify a haunted place.
Piercing Reverie. Her spells and psychic effects ignore resistance to psychic damage.
Palace Bell Strike. Melee Weapon Attack: to hit, reach 5 ft., one target. Hit: 18 () psychic damage plus 10 () force damage. If the target can hear her, it must succeed on a Wisdom saving throw or be unable to take reactions until the start of its next turn.
Mind Needle. Ranged Spell Attack: to hit, range 120 ft., one creature she can see. Hit: 27 () psychic damage, and the target must succeed on a Intelligence saving throw or take a - penalty to its next attack roll or saving throw before the end of its next turn.
Heart-Tuning Liturgy. Each creature of her choice within 20 feet of her that can hear her must make a Wisdom saving throw. On a failure, a creature takes 22 () psychic damage and is frightened until the end of its next turn. On a success, it takes half damage and is not frightened.
Thought Seizure. She targets one creature she can see within 60 feet. The target must make a Intelligence saving throw. On a failure, it is stunned until the end of its next turn. If the target is already affected by her Mind Reading trait, it also takes 18 () psychic damage.
Spirit Step. She teleports up to 30 feet to an unoccupied space she can see. Each hostile creature within 5 feet of the space she leaves or enters must succeed on a Dexterity saving throw or take 13 () force damage.
Animal Affection. One beast, bird, or spirit-beast she can see within 90 feet must succeed on a Wisdom saving throw or become charmed for 1 hour. While charmed this way, it regards her as a beloved protector and obeys simple commands that do not directly cause self-harm.
Lantern of the Void Palace. She opens a rift of violet lamps in a 15-foot-radius sphere centered on a point she can see within 120 feet. The area becomes difficult terrain for hostile creatures. Any hostile creature that enters the area for the first time on a turn or starts its turn there takes 14 () psychic damage.
Imperial Unmasking. One creature she can see within 60 feet must make a Charisma saving throw. On a failure, it cannot benefit from invisibility or illusion-based advantage until the end of its next turn, and illusions it creates are suppressed for that duration.
Stillness of the Dead Wing. She emits a cold pulse in a 30-foot radius. Hostile creatures in the area must make a Constitution saving throw or have their speed reduced by 20 feet and be unable to regain hit points until the start of her next turn.
Command by Whisper. She chooses up to three creatures she can see within 60 feet. Each target must succeed on a Wisdom saving throw or be compelled to move up to its speed in a direction of her choice on its next turn, without entering obvious lethal hazards if it can avoid them.
Mercy of the Patient Mind. A creature charmed or frightened by her immediately takes 11 () psychic damage and must repeat the saving throw that caused the condition. On a success, the condition ends.
Spirit Veil. She creates a shimmering barrier until the start of her next turn. The first time each round she would take damage, reduce that damage by 20.
Mind-Interrupting Note. She targets one creature within 120 feet that can hear her. The target must succeed on a Intelligence saving throw or lose concentration, if concentrating, and be unable to speak deliberately until the end of its next turn.
Thought Veil. When a creature she can see within 60 feet makes an attack roll against her, she imposes disadvantage on that roll unless the attacker succeeds on a Wisdom saving throw.
Reflexive Spirit Step. When she takes damage from a creature she can see, she reduces the damage by 15 and may teleport 15 feet to a space she can see.
Lie Sense. When a hostile creature within 30 feet speaks a deliberate lie, she immediately learns the creature's current location and one surface fear it is holding.
Second Hearing. When a creature fails a saving throw against her psychic effects, she can force it to reroll the save, using the second result.
Protect the Beloved. When a beast or spirit beast within 60 feet would take damage, she can redirect up to 10 of that damage to herself.
See the Unhidden. When she is targeted by an illusion or invisibility effect, she automatically sees through it until the start of her next turn.
Pity or Punishment. When a creature starts its turn within 20 feet of her while charmed or frightened, she can end one of those conditions on that creature or deal 10 psychic damage to it.
No Chain for the Mind. When she would be restrained, grappled, or paralyzed, she can end that condition on herself instead of becoming incapacitated.
Disrupting Whisper. When a hostile creature within 30 feet casts a spell, she can force it to make a Intelligence saving throw. On a failure, the spell is delayed until the end of the caster's next turn.
Glide. She moves up to half her speed without provoking opportunity attacks.
Thought Dart. She uses Mind Needle.
Unsettling Glance (Costs 2 Actions). One creature she can see within 60 feet must succeed on a Wisdom saving throw or be frightened until the end of its next turn.
Palace Shift (Costs 2 Actions). She uses Spirit Step.
Courtly Crescendo (Costs 3 Actions). She uses Heart-Tuning Liturgy. If at least two creatures fail the save, she regains 20 hit points.
Cantrips
Mind WhisperDivination— Reveals the surface thoughts of nearby creatures and flags mental hostility.
Minor GlamourIllusion— Creates a momentary false image or sound to test reactions.
Telepathic TapEnchantment— Sends a soft thought to one creature she knows within range.
1st level
Gentle SilenceAbjuration— A calming pulse that grants advantage to resist fear or panic.
Reveal the UnseenDivination— Reveals invisible or hidden thought-echoes for a brief moment.
Spirit TreadConjuration— A spectral step that shifts her a short distance.
Lantern WardAbjuration— Creates a small spirit shield that dampens incoming force.
2nd level
Phantom ThreadPsychic— Wounds a target with a cutting psychic thread.
UnmaskDivination— Suppresses a hostile creature's ability to benefit from lies or disguises.
Sleepy ReverieEnchantment— Puts a creature in a dreamy trance unless it resists.
Palace ShineEvocation— A short-range burst of protective spirit light.
3rd level
Tracking HeartDivination— Marks a target so she can sense its emotion and direction.
Soft CompulsionEnchantment— Increases a creature's obedience to simple spoken commands.
Lantern ServitorConjuration— Summons a short-lived lantern spirit to guard a space.
Muffled CourtAbjuration— Creates a silencing field that weakens coordinated attacks.
4th level
Protective EchoAbjuration— Wraps an ally in spirit armor and calms its panic.
Penetrating GazeDivination— Inflicts deep psychic pain and reveals a target's hidden intent.
Quiet BurstEvocation— A silent burst that damages enemies while sparing allies she names.
Royal DiversionEnchantment— Redirects hostile attention toward a chosen target for a brief time.
5th level
Palace PassageConjuration— Opens a greater spirit corridor for repositioning across the battlefield.
Clear Mind HymnAbjuration— Strips fear and confusion from allies within a wide radius.
Hushed TribunalAbjuration— Creates a judge's silence that punishes spellcasting.
Thought EdictEnchantment— Bends hostile minds to reveal a secret or command a single movement.
6th level
Guard of the Void HallConjuration— Summons a palace guardian spirit from a lantern seal.
Warden's StillnessEvocation— Freezes the battlefield in an aura of solemn psychic pressure.
7th level
Inner AudienceDivination— Lets her enter the mind of a target for deep reading or interrogation.
Shared FrightEnchantment— Creates a mental storm that overwhelms a group with shared dread.
8th level
Palace AegisAbjuration— Builds a shield of ordered spirit-force around the palace area.
Truth SeverDivination— Rips falsehood apart and exposes hidden or transformed creatures.
9th level
Sovereign VerdictEvocation— Calls down a sovereign psychic judgment on one target and nearby allies of that target.
Visual sheet
Turn Satori of the Violet Palace into a sheet
A high-res, share-ready sheet you can post or print.
Gallery
No images yet. Click to add.