Medium Aberration, Neutral Evil
Armor Class 15 natural
Hit Points 45 (6d8 + 18)
Speed 30 ft., climb 30 ft.
STR
14 (+2)
DEX
16 (+3)
CON
16 (+3)
INT
16 (+3)
WIS
14 (+2)
CHA
10 (+0)
Saving Throws DEX +6, INT +6, WIS +5
Skills Arcana +3, Insight +5, Perception +5, Persuasion +3, Stealth +5
Damage Resistances Psychic
Senses Darkvision 120, Truesight 30, Passive Perception 16
Languages Telepathy
Challenge 5 (1,800 XP)
Proficiency Bonus +3
Traits

Keen Sight. The ygurr'thu has advantage on Wisdom (Perception) checks that rely on sight.

Uncanny Insight. The ygurr'thu has advantage on Wisdom (Insight) checks if it can observe a target for at least one minute.

Telepathy. The ygurr'thu can communicate (bidirectionally) with any creature within 60' that is capable of speaking a language.

Adherent Mobility. The ygurr'thu can move on walls and ceilings with sticky ease.

Spellcasting. The ygurr'thu has spellcasting ability using its Intelligence (spell save DC 15, +6 to hit with spell attacks). The ygurr'thu can cast the following spells:

Cantrips (at will): friends, mage hand, mending, message

1st level (4 slots): charm person, command, silvery barbs

2nd level (3 slots): detect thoughts, suggestiontasha's mind whip

3rd level (3 slots): fear, hypnotic pattern, nondetection

4th level (2 slots): confusion, stoneskin

5th level (1 slot): dream

Actions

Multiattack. The ygurr'thu makes two tentacle attacks.

Tentacle. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) bludgeoning damage , and the target is grappled and incapacitated (escape DC 14).

Mind Invasion. The ygurr'thu targets one creature it can see within 60 feet. The target must make an Intelligence save against the ygurr'thu's Wisdom (Insight) check. If the ygurr'thu wins, it learns one fact or secret about the target.

Abandon Hope. The ygurr'thu targets one creature it can see within 30 feet. The target must succeed on a DC 15 Intelligence saving throw against this magic or take 10 (3d6) psychic damage. The ygurr'thu regains hit points equal to the damage dealt in this manner.

Bonus Actions

Invisibility. The ygurr'thu magically turns [Tooltip Not Found] 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.

Reactions

Intense Self-Preservation. The ygurr'thu can use a Reaction once a round if attacked to take the hide or disengage action.

Description

A ygurr'thu is an abomination come from another plane of existence, possibly the realm of nightmare. It appears as a huge, wet, bluish eyeball set in a meaty stalk atop five steely-muscled, cable-like, sticky tentacles. Sly, cunning, and manipulative, it revels in stealing secrets and intruding on peoples inner thoughts and fears, and it literally feeds on the hopes and dreams of its victims.

Adrian_Dark

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