Medium Humanoid (Kenku), Chaotic Neutral
Armor Class 14 (Cloak)
Hit Points 90 (18d8 + 54)
Speed 30 ft.
STR
8 (-1)
DEX
16 (+3)
CON
18 (+4)
INT
14 (+2)
WIS
18 (+4)
CHA
22 (+6)
Saving Throws CON +8, CHA +10
Skills Arcana +19, Deception +9, History +12, Insight +9, Perception +9
Damage Resistances Cold, Necrotic
Damage Immunities Poison
Condition Immunities Poisoned
Senses Passive Perception 14
Languages Common, Deep Speech, Telepathy, Undercommon
Challenge 11 (7,200 XP)
Proficiency Bonus +4
Traits

Telepathic Speech.  As a bonus action, Hadar may select a creature within 30ft. of him. For 11 minutes, he may communicate telepathically with that creature as though they were having a conversation.

Psionic Sorcery. Hadar may cast any spell from his psionic spell list without needing the verbal, somatic, or material components, as long as those components are not consumed by the spell.

Psychic Defenses. Hadar is immune to Psychic damage, and has advantage on Wisdom saving throws.

War Caster.  Hadar has advantage on Constitution saving throws to maintain concentration on his spells, he can perform the somatic components of his spells with his hands full, and he may cast spells instead of performing an attack of opportunity.

Golgi, the Ink Spawn. This tiny-sized creature appears as a green-skinned mindflayer, with a singular red eye, and a scroll wrapped up on its back. It acts as Hadar's familiar. Hadar may see through Golgi's eyes as if they were his own, from any distance, whenever he wishes. Golgi is capable of traveling to the ethereal plane, and may speak telepathically with any creatures within 60 feet of him.

Broodmother's Embrace. While wearing this eldritch coat, Hadar gains the following benefits:

  • He may breathe underwater, and the coat sports tentacles to increase his swim speed to 50 feet.
  • As an action, Hadar may make a melee spell attack (+8 to hit) against a creature within 15 feet of him. On hit, the creature takes 4d8 bludgeoning damage and must make a DC 16 Strength saving throw, or be knocked prone.
  • As an action, Hadar may cause the coat to expand and harden, causing him to gain 40 temporary hit points. While encased, his speed is reduced to 0, he becomes incapacitated, and heals 4d6 hit points at the start of each of his turns. This ends when Hadar chooses, or when he runs out of temporary hit points.

Spellcasting. Hadar is an 11th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 18, +10 to hit with spell attacks). Hadar has the following sorcerer/warlock/wizard spells prepared:

Cantrips (at will): mage hand, prestidigitation, chill touch, dancing lights, frostbite, message, minor illusion, ray of frost, mind sliver

1st level (4 slots): detect magic, magic missile, shield, absorb elements, arms of hadar, dissonant whispers

2nd level (3 slots): mirror image, misty step, calm emotions, detect thoughts

3rd level (3 slots): animate dead, counterspell, dispel magic, fireball, hunger of hadar, sending

4th level (3 slots): blight, vitriolic sphere, blight, evard's black tentacles, summon aberration

5th level (2 slots): teleportation circle, hold monster, telekinesis, rary's telepathic bond

6th level (1 slot): circle of death

Sorcery Points. Hadar has 11 sorcery points, which can be used to cast spells, regain slots, or augment his spells with metamagics.

Actions

Tentacle Lash. Described under Broodmother's Embrace.

The_WovenMantis

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