Large Aberration, Chaotic Evil
Armor Class 15 Natural armor
Hit Points 102 (12d10 + 36)
Speed 40 ft., Climb 40 ft., Fly 50 ft.
STR
17 (+3)
DEX
19 (+4)
CON
17 (+3)
INT
9 (-1)
WIS
16 (+3)
CHA
8 (-1)
Skills Perception +5
Damage Immunities Cold, Psychic, Thunder
Condition Immunities Charmed, Frightened
Senses Darkvision 60 ft, Passive Perception 15
Languages Deep Speech "Aklo"
Challenge 4 (1,100 XP)
Proficiency Bonus +2
Traits

Accelerated Star Travel. The byakhee’s hune organ allows it to survive and fly in space at incredible speeds. Travel times vary, but it can generally arrive within the same solar system in 3d20 hours, or to another star system within 3d20 days.

Unbreathing. The byakhee doesn’t need to breathe.

Unknowable Form. The byakhee’s form cannot be grasped by sane mortals’ minds. The byakhee is considered lightly obscured by all creatures with Intelligence scores of 3 or higher that are not aberrations, celestials, elementals, fey, fiends, or suffering from some form of insanity or confusion. Attack rolls by affected creatures against the byakhee have disadvantage.

Void Sight. Magical darkness doesn’t impede the byakhee’s darkvision.

Actions

Multiattack. The byakhee makes two attacks: one blood drain and one with its claws.

Blood Drain. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) piercing damage and if the target is a Large or smaller creature other than a construct, elemental, or undead, it must succeed on a DC 13 Strength saving throw or be grappled (escape DC 13). Until this grapple ends, the target is restrained, and the byakhee can’t use blood drain again. When the creature begins its turn grappled by the byakhee, the creature loses 8 (1d8 + 4) hit points from blood loss.

Claws. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage and if the target is a Large or smaller creature, it must succeed on a DC 13 Strength saving throw or be grappled (escape DC 13). Until this grapple ends, the target is restrained, and the byakhee can’t claw another target. When the creature begins its turn grappled by the byakhee, the creature loses 8 (1d8 + 4) hit points from blood loss.

Shriek (1/day). The byakhee issues a horrific shriek that penetrates both space and time. At the end of the byakhee’s turn, another byakhee is called from another place and time, appearing within 5 feet of the shrieking byakhee. It rolls initiative immediately and takes its own turns. The newly arrived byakhee cannot shriek when called this way. The called byakhee returns from whence it came after 24 hours or when it is reduced to 0 hit points

Bonus Actions

Enter the description for how bonus actions work for your monster here.

Description

A byakhee’s bloated abdomen contains the byakhee’s hune organ, which enables it to fly through space at faster-than-light speed. It also allows the creature to issue a shriek that reverberates across vast distances and even backward in time to arrange for allies to arrive almost instantly. Byahkee are commonly summoned to serve as spacefaring steeds for cults of Great Old Ones and Outer Gods. In combat, a byakhee summons an ally and then relies on its claws and proboscis to drain blood from its foes. It cannot be injured by extreme cold or thunder attacks, and its wholly alien mind renders it immune to mind-affecting effects.

What You See: This flying organism resembles an arthropod with a bloated abdomen. It has huge claws, wings, and an insectoid head

Alazif

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