Gargantuan Aberration, Unaligned
Armor Class 15 natural armor
Hit Points 214 (16d12 + 110)
Speed 40 ft.
STR
26 (+8)
DEX
6 (-2)
CON
24 (+7)
INT
17 (+3)
WIS
12 (+1)
CHA
5 (-3)
Saving Throws INT +8, WIS +6
Skills Insight +6, Perception +6
Damage Resistances Cold, Fire, Lightning, Radiant; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Condition Immunities Frightened, Grappled, Poisoned, Prone
Senses Blindsight 60, Passive Perception 16
Languages --
Challenge 16 (15,000 XP)
Proficiency Bonus +5
Traits

Aberration Hunter. Valomyr does an extra 3d6 damage when targeting aberrations. Additionally aberrations have disadvantage on saving throws caused by Valomyr.

Innate Spellcasting. The Valomyr's innate spellcasting ability is Intelligence (spell save DC 16+8 to hit with spell attacks). It can innately cast the following spells, requiring no material components:

At will: teleport, locate creature*
1/day: plane shift

*only targeting aberrations

Radiant Crystals. Four small crystals hover over the Valomyr. Each one of these crystals has 1 hit point and an AC of 15. If a crystal is destroyed it will reappear at the end of the Valomyr's next turn.

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


Actions

Multiattack. The Valomyr makes two attacks: one with its slam and one with its horn.

Slam. Melee Weapon Attack: +13 to hit, reach 5 ft., one target. Hit: 19 (2d10 + 8) bludgeoning damage plus 6 (1d12) radiant damage. 

Horns. Melee Weapon Attack: +13 to hit, reach 10 ft., one target. Hit: 15 (2d6 + 8) bludgeoning damage plus 6 (1d12) radiant damage. 

Mind Beam. Ranged Spell Attack: +8 to hit, range 40/120 ft., one target. Hit: 27 (6d8) radiant damage, and the target must succeed on a DC 16 Constitution saving throw or be blinded until the end of its next turn.

Crystal Projection (Recharge 5-6)Each creature of the Valomyr's choice that is within 60 feet of the Valomyr must make a DC 16 Dexterity saving throw, taking 14 (2d12) radiant damage per crystal, up to 56 (8d12) radiant damage on failed save, or half as much on a successful one.

Prismatic Shield (1/Day)  The Valomyr gains 100 temporary hit points.

Legendary Actions

The Valomyr can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. The phoenix regains spent legendary actions at the start of its turn.

Slam. The Valomyr makes one slam attack.

Horns. The Valomyr makes one attack with its horns.

Prismatic Discharge (Costs 3 Actions). The Valomyr discharges a vortex of radiant orbs. These orbs circle the Valomyr, protecting it until the start of its next turn. The ground within 15 feet of the Valomyr is difficult terrain. Any creature that starts its turn in this area or enters it, takes 6 (1d12) radiant damage.

ZephyrKaze