Medium Aberration, Neutral Evil
Armor Class 17 Natural Armor
Hit Points 212 (25d8 + 100)
Speed 40 ft., Walk 40 ft., Swim 40 ft.
STR
10 (+0)
DEX
16 (+3)
CON
18 (+4)
INT
20 (+5)
WIS
14 (+2)
CHA
21 (+5)
Saving Throws CON +10, INT +11, WIS +8
Skills Arcana +11, History +11, Insight +14, Perception +8
Damage Resistances Necrotic; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Condition Immunities Charmed
Senses Truesight 120ft, Passive Perception 18
Languages Deep Speech Deep Speech and any three languages, telepathy 120ft.
Challenge 17 (18,000 XP)
Proficiency Bonus +6
Traits

Alien Form (3/day). The counsellor can reroll a saving throw that it fails. If it does so, it must use the new roll.

Brain Wash. When the counsellor cast an enchantment spell to charm one or more creatures, it can atler one creature's understanding so that if remains unaware of being charmed. Additionally, if the counsellor wants to, these creatures forget what they did while charmed.

Magic Resistance. The counsellor has advantages on saving throws against spells and other magical effects.

Shapechanger. The counsellor can use its action to polymorph into a humanoid, or back into its truw form. Its statistics, other than its size, are the same in each form. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form or it dies.

Innate Spellcasting. The counsellor innate spellcasting ability is intelligence (spell save DC 19, +11 to hit with spell attacks). It can innately cast the following spells requiring no material components:

-At will: Charm person, disguise self, misty step

-3/day each: Dominate person

-1/day each: Dominate monster, plane shift (self only)

Spellcasting. The [Counsellor] is a 10-level spellcaster. Its spellcasting ability is intelligence (spell save DC 19, +11 to hit with spell attacks). The [monster name] has following [class name] spells prepared:

Cantrips (at will): Blade ward, dancing lights, mage hand, shocking grasp

1st level (4 slots): Detect magic, disguise self, shield, sleep

2nd level (3 slots): Blur, invisibility, ray of enfeeblement

3rd level (3 slots): Clairvoyance, lighting bolt, sending

4th level (3 slots): Confusion, hallucinatory terrain

5th level (2 slots): Telekinesis, wall of force

Actions

Multiattack. The counsellor makes two attacks one with its bite and one with its paralyzing touch.

Bite. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 19 (3d10 + 3) piercing damage and the counsellor regains half as many hit points. This attack automatically hits creatures that are charmed by the counsellor.

Paralyzing touch. Melee spell Attack: +11 to hit, reach 5 ft., one target. Hit: 15 (3d6 + 5) psychic damage and the target must succeed on a DC 19 Constitution saving throw or be paralyzed for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

See What You've Done. The counsellor shows to a creature charmed by it all the atrocities that it has committed while charmed, or all all the atrocities the counsellor committed in its life. This ends the spell that the creature is under and it takes 45 (10d8) psychic damage.

Horrors Unseen (Recharge 5-6). The counsellor shows their worst nightmares to creatures in a 30 foot radius centered on it. Each creature in that area must succeed on a DC 19 Wisdom saving throw or take 27 (5d8+5) psychic damage and be stunned for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

 

Bonus Actions

No Bonus action

Reactions

No Reaction.

Legendary Actions

Enter the description for how legendary actions work for your monster here.

Legendary Action Name (Costs # Actions). Enter the description for your legendary action.

Mythic Actions

Enter the description for how mythic actions work for your monster here.

Mythic Action Name (Costs # Actions). Enter the description for your mythic action.

Description

Robbed figure, black smoke like skin. Black cloud like creatures come from the robe, with teeth.

Lair and Lair Actions

Enter a description of your monster's lair here.

Lair Actions

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

  • Enter a description for a lair action.
  • Enter a description for a lair action.

Regional Effects

The region containing a legendary [monster name]’s lair is [enter the effect description], which creates one or more of the following effects:

  • Enter a regional effect description.
  • Enter a regional effect description.

If the [monster name] dies, these effects fade over the course of #d# days.

Monster Tags: aberration

sdaponte94

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