Tiny Aberration, Typically Neutral
Armor Class 25 Natural Armour
Hit Points 1 (1d4 - 2)
Speed 5 ft., Fly 15 ft.
STR
1 (-5)
DEX
15 (+2)
CON
30 (+10)
INT
30 (+10)
WIS
30 (+10)
CHA
21 (+5)
Saving Throws STR +4, DEX +11, CON +19, INT +19, WIS +19, CHA +14
Damage Resistances Poison; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks, Damage from Spells
Damage Immunities Psychic
Senses Truesight 400ft, Passive Perception 30
Languages All Understands but can not speak.
Challenge 30 (155,000 XP)
Proficiency Bonus +9
Traits

Reborne (Mythic trait; recharges on a short or long rest). When Charlie reaches zero hit points, they don't die or fall unconscious. Instead they regain 1 hit point, and gain 400 temporary hit points.

Aura of Madness. Any creature within 50ft of Charlie, not already suffering from a Long-Term Madness effect, for more than a minute must, at the start of each of its turn succeed on a DC 27 wisdom saving throw or role on the Long-Term Madness table found in Chapter 8 of The Dungeon Masters Guide. Long-Term Madness gained in this way can only be removed by completing 1d12 long rests after Charlie has been killed or casting Greater Restoration when over 1 mile away from Charlie. After removing the Long-Term Madness, there is a 50% chance of the creature being forced to role on the Abyssal Corruption table found in Chapter 2 of the Dungeon Masters Guide. 

Unassuming and Infuriating. Charlie is indistinguishable from a normal small tortoise butterfly. Attack roles to hit Charlie are made at Disadvantage.

Miasmic Burst. When Charlie is killed, all creature that have seen Charlie fall unconscious for 1d10 hours, awakening with no memory of Charlie or events purtaining to them. 

Innate Spellcasting. Charlie's innate spellcasting ability is Charisma (spell save DC 20, +11 to hit with spell attacks). They can innately cast the following spells, requiring no material components:

At will: Blade Ward, Infestation, Toll the Dead, Word of Radiance

3/day each: Arms of Hadar, Feeblemind, Grease, Contagion

1/day each: Bane, Bestow Curse, Crown of Stars, Confusion, Evard's Black Tentacles, Ray of Enfeeblement, Reverse Gravity, Mirror Image, Psychic Scream, Insect Plague, Sickening Radiance

 

Reactions

Minor displacement. When Charlie is forced to make a saving throw or is targeted by an attack, Charlie can use has a 10% chance to teleport 5ft in a random direction. This may cause attacks or forced saving throws targeting Charlie to fail if they move out of range. 

Legendary Actions

Charlie can take 5 legendary actions, choosing from the options bellow. Only one legendary action can be used at a time and only at the end of another creature's turn. Charlie regains spent legendary actions at the start of her turn.  

Move (Costs 1 Action). Charlie flies 10ft. 

Mythic Actions

If Charlies' Mythic trait is active, they can use the options bellow as legendary actions, as long as they have temporary hit points from Reborne.   

Dimensional Tunnelling (Costs 3 Actions). Charlie Teleports 50ft.

Cast a Spell. (Costs 4 Actions) Charlie casts a spell. 

Mind Flash. (Costs 2 Actions) All creatures in a 15ft Sphere around Charlie must make a DC 27 Wisdom Saving throw or be blinded until the end of their next turn. 

Description

Charlie is all that can be seen of some unknowable aberrant horror. Fights against them are known to be incredibly annoying, and if this creature can feel anything, it may be able to feel joy from the frustration they cause their opponents.

Charlie usually resides in their own realm in the Far Realm, manipulated to look like an idyllic, brighter than life village, utterly thoughtless. Sometimes Charlie may be found in the material plane, or wider multiverse, in areas similar their domain, empty of people.  

Lair and Lair Actions

Charlie can usually be found in their own layer of the Far Realm, or in isolated townships. They enjoy relaxing on beautiful windowsill decorations and in sunlit shrubberies. 

Lair Actions

On initiative count 20 (losing initiative ties), the [monster name] takes a lair action to cause one of the following effects; Charlie can’t use the same effect two rounds in a row:

  • Charlie summons 1d4 Swarms of Butterflier (Swarms of Ravens) within 5ft in a space they can see. 
  • One Creature of Charlies choice must make a DC 27 Intelligence saving throw or take 6d12 Psychic damage, and its Intelligence score is decreased 1d6. If a creatures Intelligence score reaches 0 it dies. A creatures Intelligence score can be restored with a casting of Remove Curse, Greater Restoration or Heal.

Regional Effects

The region containing Charlie's lair is twisted by subtle eldritch horror, which creates one or more of the following effects:

  • No humanoids will willingly inhabit or travel within 12 miles of Charlies lair. 
  • Horrific or disturbing scenes will be seen in the periphery of creatures vision, but they can never be viewed directly.
  • Charlie is aware of all creatures within 12 miles of its lair, and once per day Charlie can affect one creature within 12 miles of its lair with the spell Dream.   

If Charlie dies, all creatures within 12 miles of the lair suffer the effects of the Dream spell during their next long rest. All effect fade over the course of 1d4 days.

Monster Tags: abberation

Habitat: CoastalUrban

bleddyn05

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