Medium Aberration, Chaotic Evil
Armor Class 18 (tough skin and books)
Hit Points 170 (20d8 + 80)
Speed 30 ft., Walk 30 ft.
STR
13 (+1)
DEX
20 (+5)
CON
19 (+4)
INT
14 (+2)
WIS
14 (+2)
CHA
16 (+3)
Saving Throws CON +8, WIS +6
Skills Athletics +5, Perception +6, Stealth +9
Damage Immunities Necrotic
Senses Darkvision 60ft, Passive Perception 16
Languages Abyssal, Common, Deep Speech, Telepathy 60 ft.
Challenge 10 (5,900 XP)
Proficiency Bonus +4
Traits

Innate Spellcasting. Creepy Barguy's innate spellcasting ability is Charisma (save DC 15, +7 to hit with spell attacks). Creepy Barguy can innately cast the following spells, requiring no material or verbal components:

At will: detect magic, detect thoughts, invisibility (self only)

2/day each: fear, synaptic static, fly

1/day each: cloudkill, etherealness

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

Gift of the Archives. The first time the Creepy Barguy is reduced to 0 hit points but not killed outright, he instead drops to 1 hit point.

Legendary Resistance (2/day). If the Creepy Barguy fails a saving throw, he can choose to succeed instead.

Actions

Multiattack. Creepy Barguy makes three attacks with his sharp fingers, of which he has just too many. 

Sharp fingers. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 9 (1d8 + 5) piercing damage and 7 (2d6)necrotic damage.

Eye of Corruption (Recharge 5–6). the Creepy Barguy glares at a creature he can see within 30 feet of him. The target must make a DC 15 Constitution saving throw. On a failed save, it takes 27 (5d10) necrotic damage and 27 (5d10) poison damage and then gains vulnerability to both necrotic and poison damage for 1 minute. On a successful save, it takes half damage and does not gain the vulnerabilities.

Reactions

Counterspell (3x, cast at 4th level) The best spell in the game. 

Legendary Actions

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

Legendary Action Name (Costs # Actions). Enter the description for your legendary action.

Mythic Actions

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

Mythic Action Name (Costs # Actions). Enter the description for your mythic action.

Description

Sent to the Archives after being just an awful creep, he appears to have lost the ability to speak. But he seems to have gained, well, just too many arms, so it's not all bad for this guy, I guess. He can still make obscene gestures, and his eyebrows have become even more expressive and grosser, if that's even possible. He stands about 9ft tall, now, stretched in the wrong places, and has an extra mouth somewhere on his body. While you may not know where it is, you can occasionally hear it muttering that he needs to stay quiet. You also get the sense, while looking at him, that he has a strong desire to lick your face. Even other bar-creeps find him too much. 

Lair and Lair Actions

Enter a description of your monster's lair here.

Lair Actions

On initiative count # (losing initiative ties), the [monster name] takes a lair action to cause one of the following effects; the [monster name] can’t use the same effect two rounds in a row:

  • Enter a description for a lair action.
  • Enter a description for a lair action.

Regional Effects

The region containing a legendary [monster name]’s lair is [enter the effect description], which creates one or more of the following effects:

  • Enter a regional effect description.
  • Enter a regional effect description.

If the [monster name] dies, these effects fade over the course of #d# days.

Monster Tags: abberationhumanoid

MereladenDM

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