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The Scorned
Cathedral Level 2 · the crypt's second floor · area boss XVII

The Scorned

once of the Krull, left to rot huge and half-real

A Neogi slaver-mystic, cast out of its own kind mid-ritual and abandoned in the cathedral's second level, scaled six times past its size and never quite fully returned from wherever the ritual almost sent it. It fights the same way it exists: picking at range with its mind, then twice slipping almost entirely out of the world before snapping back to punish whoever stayed close.

CR 14Aberration 12resref bele_minchiefwired: group_cathlv2_14 · wp boss_minchief · always, count 0–1

Stat Block

Race / Class
Humanoid_Monstrous (Neogi) · Aberration 12
Challenge Rating
14
Hit Points
137 (expected ~120 × 1.14)
Natural Armor
10
Str
24
+7
Dex
10
+0
Con
21
+5
Int
16
+3
Wis
16
+3
Cha
18
+4
Feats — Power Attack, Cleave, Great Cleave, Toughness, Iron Will, Alertness, Improved Initiative, Great Fortitude
Skills — Concentration 10, Listen 12, Spot 12

The Fight

Above 66% hp · every 3 rounds

Psionic Lash

A ranged mind-damage bolt at whoever's nearest — 3d6+4 magical damage, and a failed Will save (DC 15) rattles loose a point of Wisdom for a few rounds.

Crossing 66%, once

Phase Shift · first slip

It thins and slips half out of the world: three full rounds of total damage immunity while it quietly regenerates, then Mind Rend — a psionic burst that stuns and damages everyone still close when it snaps back.

Crossing 33%, once

Phase Shift · second slip

The same trick again, but harder on the way back — a bigger Mind Rend on return. This is the module's first hard invulnerability window: every other boss's defenses still let you hurt it. The Scorned simply isn't there for three rounds, twice.

Why These Numbers

Revised CR7 → CR14 after auditing Cathedral Level 2's actual ambient encounter table: the crypt's regular trash already runs up to CR12 (Shadow Fiend, Harpy), so a CR7 named boss was sitting at the bottom of its own zone's difficulty, not the top. CR14 clears that ceiling with real room. The two Phase Shift windows are still where its real survivability lives, not its hit point total — six total rounds of the fight are simply unwinnable damage, a bigger effective toughness swing than raising HP alone.

Wisdom and Charisma both sit at 16–18 to sell a mind-flayer-adjacent psion rather than a brute; Strength stays high (24) because between Lash volleys it's still a Huge melee threat, not a pure caster hiding at range.

How It's Wired

pattern
rebuild-in-place — a wired-but-never-designed hook, same as Lady Dire / Maggris / Veshkaar
blueprint
bele_minchief.utc — resref, tag, and area wiring untouched
before
generic CR 42 stat-stick, Str/Dex/Con/Int/Wis/Cha all 33, no script gimmick
scripts
ts_inc.nss, ts_spawn.nss, ts_round.nss, ts_death.nss
model
Neogi appearance kept, x6 scale re-applied in ts_spawn