Magic Resistance. The Y'gnaath has advantage on saving throws against spells and other magical effects.
Innate Spellcasting (Psionics). The Y'gnaath’s innate spellcasting ability is Wisdom (spell save DC 15). It can innately cast the following spells, requiring no components:
At will: detect thoughts, mind spike
1/day each: maddening darkness, power word stun
Claws. Melee Weapon Attack: +7 to hit, reach 5 ft., one creature. Hit: 15 (2d10 + 4) psychic damage. If the target is Large or smaller, it must succeed on a DC 15 Wisdom saving throw or be charmed for 1 minute.
Extract Vitality. Melee Weapon Attack: +7 to hit, reach 5 ft., one incapacitated humanoid grappled by the Y'gnaath. Hit: The target takes 30 (5d10) psychic damage. The Y'gnaath gains HP equal to the damage dealt. If this damage reduces the target to 0 hit points, the Y'gnaath kills the target by extracting and devouring its vitality.
Mind Blast (Recharge 7–8). The Y'gnaath magically emits psychic energy in a 60-foot cone. Each creature in that area must succeed on a DC 15 Wisdom saving throw or take 22 (4d8 + 4) 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.
Lair and Lair Actions
City of the Deep. The Lair of the Y'gnaath is a deep city-like fortress of cyclopean, seemingly non-Euclidean construction. This place is rich in obscure and utterly alien technology and/or magic, giving it a feel that is near science fiction.
Psionic Mines. Every 4 turns, 3-4 invisible psionic mines are located randomly throughout the battlefield. These mines last until triggered, or until the mines are rearranged. When triggered, a mine sends a burst of psionic energy in a 15 ft. radius sphere centered at the mine. Each creature in that area must succeed on a DC 15 Wisdom saving throw or take 22 (4d8 + 4) psychic damage and be stunned for 1 minute.
Shifting Construction. The alien magitech of the fortress allows the Y'gnaath to change the layout of the room at will with no more than a deep, resonant growl/hum. Every 2 turns you may place up to four pillars and three 15 ft. walls throughout the battlefield. All elements on the board must be shifted or removed every time this ability is used, but not all must be placed on the board.







Comments