Huge Aberration, Chaotic Evil
Armor Class 18 (natural armor)
Hit Points 167 (21d10 + 72)
Speed 25 ft.
STR
21 (+5)
DEX
9 (-1)
CON
18 (+4)
INT
18 (+4)
WIS
15 (+2)
CHA
18 (+4)
Saving Throws CON +9, INT +9, WIS +7
Skills Deception +8, Insight +12
Damage Resistances Bludgeoning, Piercing, and Slashing from Magic Weapons
Condition Immunities Charmed, Frightened, Grappled
Senses Darkvision 300ft, Passive Perception 20
Languages Deep Speech, Telepathy --
Challenge 13 (10,000 XP)
Proficiency Bonus +5
Traits

Relentless (Recharges after a Short or Long Rest). If Aengus takes 10 damage or less that would reduce it to 0 hit points, it is reduced to 1 hit point instead.

Probing Telepathy. If a creature communicates telepathically with Aengus, they learn the creature’s greatest desires if Aengus can see the creature.

Creature Sense. Aengus is aware of the presence of creatures within 5 miles of it that have an Intelligence score of 4 or higher. It knows the distance and direction to each creature, as well as each one’s Intelligence score, but can’t sense anything else about it. A creature protected by a mind blank spell, a nondetection spell, or similar magic can’t be perceived in this manner.

Telepathic Hub. Aengus can use its telepathy to initiate and maintain telepathic conversations with up to ten creatures at a time. They can let those creatures telepathically hear each other while connected in this way.

Actions

Multiattack.  Aengus makes 3 melee attacks, one with it's tusks and 2 with their tentacles.

Tentacle. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 12 (2d6 + 5) bludgeoning damage.

Tusk. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) slashing damage.

Enslave (3/Day). Aengus targets one creature it can see within 30 feet of it. The target must succeed on a DC 14 Wisdom saving throw or be magically charmed by Aengus until the they die or until it is on a different plane of existence from the target. The charmed target is under Aengus' control and can't take reactions, and Aengus and the target can communicate telepathically with each other over any distance.

Whenever the charmed target takes damage, the target can repeat the saving throw. On a success, the effect ends. No more than once every 24 hours, the target can also repeat the saving throw when it is at least 1 mile away from Aengus.

Bonus Actions

Psychic Link. Aengus targets one incapacitated creature it senses with its Creature Sense trait and establishes a psychic link with the target. Until the link ends, they can perceive everything the target senses. The target becomes aware that something is linked to its mind once it is no longer incapacitated, and Aengus can terminate the link at any time (no action required). The target can use an action on its turn to attempt to break the link, doing so with a successful DC 18 Charisma saving throw. On a successful save, the target takes 10 (3d6) psychic damage. The link also ends if the target and Aengus are more than 5 miles apart. They can form psychic links with up to ten creatures at a time.

Sense Thoughts. Aengus targets a creature with which it has a psychic link. They gains insight into the target’s emotional state and foremost thoughts (including worries, loves, and hates).

Legendary Actions

Aengus can take 3 legendary actions, choosing from the options below. It can take only one legendary action at a time and only at the end of another creature’s turn. They regains spent legendary actions at the start of its turn.

Break Concentration. Aengus targets one creature within 120 feet of it with which it has a psychic link. They breaks the creature’s concentration on a spell it has cast. The creature also takes 2 (1d4) psychic damage per level of the spell.

Psychic Pulse. Aengus targets one creature within 120 feet of it with which it has a psychic link. The target and enemies of them within 30 feet of target take 10 (3d6) psychic damage.

Sever Psychic Link. Aengus targets one creature within 120 feet of it with which it has a psychic link. Aengus ends the link, causing the creature to have disadvantage on all ability checks, attack rolls, and saving throws until the end of the creature’s next turn.

Tentacle (Costs 2 Actions). Aengus makes one Tentacle attack.

Monster Tags: Misc Creature

jediidah

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