Large Aberration, Lawful Evil
Armor Class 18 (natural armor)
Hit Points 180 (24d10 + 48)
Speed 30 ft., climb 60 ft.
STR
15 (+2)
DEX
17 (+3)
CON
14 (+2)
INT
19 (+4)
WIS
14 (+2)
CHA
23 (+6)
Skills Deception +11, Perception +7, Persuasion +11
Damage Resistances Necrotic; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Damage Immunities Psychic
Condition Immunities Charmed, Frightened
Senses Darkvision 60 ft., Passive Perception 17
Languages Common, Deep Speech, Telepathy 60 ft.
Challenge 14 (11,500 XP)
Proficiency Bonus +5
Traits

Legendary Resistance (3/Day). If Admindium fails a saving throw, it can choose to succeed instead.

Special Equipment. Admindium carries a wand of wonder, which it uses in combat.

Magic Resistance. Admindium has advantage on saving throws against spells and other magical effects.

Actions

Multiattack. Admindium uses its Frightful Presence, expends one charge of its wand of wonders, then makes two attacks with its impaling arms.

Impaling Arms. Melee Weapon Attack: +8 to hit, reach 15 ft., one target. Hit: 23 (4d8 + 2) piercing damage and the target is grappled (escape DC 15). Until this grapple ends, the creature is restrained. Admindium can use a bonus action to move an impaled creature up to 30 feet to another location within range.

Frightful Presence. Each creature of Admindium’s choice that is within 120 feet of Admindium and aware of it must succeed on a DC 15 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature’s saving throw is successful or the effect ends for it, the creature is immune to Admindium’s Frightful Presence for the next 24 hours.

Read Thoughts. Admindium magically reads the surface thoughts of one creature within 60 feet of it. The effect can penetrate barriers, but 3 feet of wood or dirt, 2 feet of stone, 2 inches of metal, or a thin sheet of lead blocks it. While the target is in range, Admindium can continue reading its thoughts as long as Admindium's concentration isn’t broken (as if concentrating on a spell). While reading the target’s mind, Admindium has advantage on Wisdom (Insight) and Charisma (Deception, Intimidation, and Persuasion) checks against the target.

Legendary Actions

Admindium 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. Admindium regains spent legendary actions at the start of its turn.

Climb. Admindium moves up to half its climbing speed.

Fling. Admindium targets one creature it has grappled, and flings them up to 20 feet away from itself. If the target hits an object, it takes 9 (2d8) bludgeoning damage.

Impale. Admindium makes one attack with its Impaling Arms.

Chucksto

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