Medium Aberration
Armor Class 15 natural armor
Hit Points 40 (1d4)
Speed 30 ft., fly 30 ft. (Beholderkin only)
STR
16 (+3)
DEX
10 (+0)
CON
15 (+2)
INT
16 (+3)
WIS
10 (+0)
CHA
6 (-2)
Damage Immunities Psychic
Senses Darkvision 60 ft., Passive Perception 10
Languages Celestial, Common, Deep Speech, Draconic, Elvish, Giant, Infernal, Primordial
Challenge 10 (5,900 XP)
Proficiency Bonus +4
Traits

Regeneration (Slaad Only). The aberration regains 5 hit points at the start of its turn if it has at least 1 hit point.

Whispering Aura (Star Spawn Only). At the start of each of the aberration’s turns, each creature within 5 feet of the aberration must succeed on a Wisdom saving throw against your spell save DC or take 2d6 psychic damage, provided that the aberration isn’t incapacitated.

Actions

Multiattack. The aberration makes two attacks.

Claws (Slaad Only). Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 1d10 + 7 slashing damage. If the target is a creature, it can’t regain hit points until the start of the aberration’s next turn.

Eye Ray (Beholderkin Only). Ranged Spell Attack: +10 to hit, range 150 ft., one creature. Hit: 1d8 + 7 psychic damage.

Psychic Slam (Star Spawn Only). Melee Spell Attack: +10 to hit, reach 5 ft., one creature. Hit: 1d8 + 7 psychic damage.

Description

An Aberration summoned by the the Summon Aberration spell.

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