Legendary Resistance (6/Day). If the emissary fails a saving throw, it can choose to succeed instead.
Unusual Nature. The emissary doesn’t require air, food, drink, or sleep.
True Psionic. Aspect of fear ignores resistance to psychic damage, and treats immunity as if it were resistance.
Multiattack. The emissary makes three attacks.
Lashing Maw. Melee Weapon Attack: +18 to hit, reach 20 ft., one target. Hit: 31 (4d10 + 9) piercing damage plus 13 (3d8) psychic damage.
Psychic Orb. Ranged Spell Attack: +19 to hit, range 120 ft., one creature. Hit: 88 (12d12 + 10) psychic damage.
True Fear (Recharge 4–6). All creatures within 240 ft. of Aspect of Fear must Succeed on a DC 27 Wisdom saving throw or take 264 (48d12) psychic damage and become frightened until the start of their next turn.
Fear 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. Fear regains spent legendary actions at the start of its turn.
Attack. Fear makes one attack.
Warp Space (Costs 2 Actions). Fear causes the ground in a 40-foot square that it can see within 90 feet of it to turn into teeth and maws until the start of its next turn. The area becomes difficult terrain for the duration. Any creature takes 20 (6d6) psychic damage for each 5 feet it moves on this terrain.
Mind Cloud (Costs 3 Actions). The emissary unleashes a psychic wave. Each creature within 30 feet of the emissary must succeed on a DC 27 Wisdom saving throw or take 32 (5d12) psychic damage. In addition, every spell ends on creatures and objects of fear’s choice in that area.
Description
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