Medium Humanoid (Any Race), Any Alignment
Armor Class 12 (15 with mage armor)
Hit Points 91 (14d8 + 28)
Speed 30 ft.
STR
9 (-1)
DEX
14 (+2)
CON
15 (+2)
INT
12 (+1)
WIS
12 (+1)
CHA
18 (+4)
Saving Throws WIS +4, CHA +7
Skills Arcana +4, History +4
Damage Resistances Psychic
Condition Immunities Blinded, Charmed
Senses Darkvision 60 ft., Passive Perception 11
Languages Telepathy 30 ft. any two languages
Challenge 6 (2,300 XP)
Proficiency Bonus +3
Traits

Spellcasting. The warlock is a 14th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 15, +7 to hit with spell attacks). An =d can cast spells with no material components.

At will: detect magic, jump, levitate, mage armor (self only), speak with dead guidance, mage hand, minor illusion, prestidigitation

Spells (3/Day) at 5th level: armor of Agathys, arms of Hadar, crown of madness, clairvoyance, detect thoughts, dimension door, dissonant whispers, dominate beast, telekinesis, vampiric touch

Whispering Aura. At the start of each of the Aberrant Mind’s turns, each creature of its choice within 5 feet of it must succeed on a DC 15 Wisdom saving throw or take 10 (3d6) psychic damage, provided that the Aberrant Mind isn’t incapacitated.

Actions

Dagger. Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d4 + 2) piercing damage.

Shocking Grasp. Melee Spell Attack: +7 to hit, reach 5 ft. one target. Hit: 15 (3d8) lighting damage.

Bonus Actions

The Aberrant Mind's next spell this turn can be cast with no components.

Monster Tags: NPC

Habitat: ArcticHillMountainUnderdarkUrban

UrbanFox182

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