Tiny Aberration
Armor Class 12
Hit Points 36 (8d8)
Speed 30 ft., hover
STR
1 (-5)
DEX
14 (+2)
CON
10 (+0)
INT
10 (+0)
WIS
15 (+2)
CHA
12 (+1)
Saving Throws WIS +4
Damage Vulnerabilities Psychic
Damage Resistances Acid, Cold, Fire, Lightning, Thunder; Bludgeoning, Piercing, and Slashing from Magic Weapons
Damage Immunities Poison
Senses Blindsight 60 ft - blind beyond this radius, Passive Perception 12
Languages --
Challenge 3 (700 XP)
Proficiency Bonus +2
Traits

Hypnotic Gaze. If a creature starts its turn within 30 feet of the augur and can see it, the creature must make a DC 12 Wisdom saving throw if the augur isn't incapacitated. On a failed save, the creature is charmed by the augur. While charmed in this way, the creature is incapacitated and its speed is 0. This condition lasts for one minute, the creature takes damage, or another creature uses an action to shake it out of its stupor. A creature can repeat the saving throw at the end of its turns, ending the effect on a success.

A creature that isn't surprised can avert its eyes to avoid the saving throw at the start of its turn. If it does so, it can't see the augur until the start of its next turn, when it can avert its eyes again. If it looks at the augur in the meantime, it must immediately make the save.

Dominance Spellcasting. The augur can cast the following spells, requiring no components. Its spellcasting ability is Wisdom (spell save DC 12).
At-will: Charm Person, Command, Crown of Madness, Dissonant Whispers, Hold Person
3/day: Charm Monster, Compulsion, Fear, Hypnotic Pattern
1/day: Dominate Person

Jothrax

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