Tiny Aberration, Neutral Evil
Armor Class 13
Hit Points 10 (3d4 + 3)
Speed 0 ft., fly 30 ft. (hover)
STR
6 (-2)
DEX
17 (+3)
CON
12 (+1)
INT
14 (+2)
WIS
14 (+2)
CHA
10 (+0)
Skills Arcana +4, Perception +4, Sleight of Hand +5, Stealth +5
Damage Resistances Cold; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks that aren't Silvered
Damage Immunities Poison, Psychic
Condition Immunities Poisoned
Senses Darkvision 120 ft., Passive Perception 14
Languages Deep Speech , Understands Common but can't speak it.
Challenge 1 (200 XP)
Proficiency Bonus +2
Traits

Born to Darkness. Magical darkness doesn't impede the spawn's darkvision.

Magic Resistance. The imp has advantage on saving throws against spells and other magical effects.

Limited Telepathy. The Yog-spawn can magically communicate simple ideas, emotions, and images telepathically with any creature within 100 feet of it that can understand a language.

Actions

Tentacles. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) bludgeoning damage, and the target must succeed on a DC 11 Wisdom saving throw, taking 10 (3d6) psychic damage on a failed save, or half as much damage on a successful one.

Invisibility. The imp magically turns invisible until it attacks or until its concentration ends (as if concentrating on a spell). Any equipment the imp wears or carries is invisible with it.

Whispers from the Far Realm (1/day). One creature of the Yog-spawn's choice within 20 ft. of it must succeed on a DC 10 Wisdom saving throw or suffer a random effect from the madness table below for 1 minute. At the end of each of its turns, an affected target can make a wisdom saving throw. If it succeeds, this effect ends for that target.

Short-Term Madness
d100 Effect (lasts 1 minute)
01–20 The character retreats into his or her mind and becomes Paralyzed. The Effect ends if the character takes any damage.
21–30 The character becomes Incapacitated and spends the Duration screaming, laughing, or weeping.
31–40 The character becomes Frightened and must use his or her action and Movement each round to flee from the source of the fear.
41–50 The character begins babbling and is incapable of normal Speech or Spellcasting.
51–60 The character must use his or her action each round to Attack the nearest creature.
61–70 The character experiences vivid hallucinations and has disadvantage on Ability Checks.
71–75 The character does whatever anyone tells him or her to do that isn’t obviously self-­ destructive.
76–80 The character experiences an overpowering urge to eat something strange such as dirt, slime, or offal.
81–90 The character is Stunned.
91–100 The character falls Unconscious.

Previous Versions

Name Date Modified Views Adds Version Actions
12/29/2021 3:47:11 AM
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12/29/2021 4:04:55 AM
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Monster Tags: aberration

SnigTheAxe

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