Huge Aberration, Neutral Evil
Armor Class 15 (Natural armor)
Hit Points 189 (18d12 + 72)
Speed 50 ft., Climb 50 ft.
STR
20 (+5)
DEX
13 (+1)
CON
18 (+4)
INT
20 (+5)
WIS
12 (+1)
CHA
8 (-1)
Saving Throws INT +9, WIS +5, CHA +3
Skills Perception +5
Damage Resistances Psychic
Damage Immunities Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Condition Immunities Charmed, Paralyzed
Senses Truesight 120ft., Passive Perception 15
Languages Deep Speech, Telepathy 2 miles.
Challenge 12 (8,400 XP)
Proficiency Bonus +4
Traits

Magic Resistance. The Amygdala has advantage on saving throws against spells and other magical effects. 

Psionic Veil. The Amygdala is Invisible to all creatures. This effect cannot be dispelled, circumvented, or suppressed by any conventional means or magic. Creatures that are immune or resistant to psychic damage or suffer from a form of madness or haunting memory are immune to this effect and can see the Amygdala. 

Spider Climb. The Amygdala can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. 

Unknowable. The Amygdala can't be targeted by divination magic, perceived through magical scrying sensors, or detected by abilities that sense aberrations. 

Actions

Multiattack: The Amygdala makes 3 Slam attacks. If the Amygdala is grappling a creature, it can make a Tentacle attack against that creature. It can use Iridescent Ray in place of any melee attack. 

Slam: Melee weapon attack, +9 to hit, reach 15ft, one target. Hit 14(2d8+5) bludgeoning damage. If the target is a large or smaller creature, it is grappled(Escape DC 17). The Amygdala has six arms, each of which can grapple one creature. 

Iridescent Ray: Ranged spell attack, +9 to hit, range 150ft, one target. Hit 16(2d10+5) radiant damage. 

Tentacles: One creature grappled by the Amygdala must make a DC 17 Wisdom saving throw. On a failed save, it takes 36(8d8) psychic damage and acquires a short-term madness randomly determined which lasts for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on success. On a successful save, the creature takes half damage and isn't mad. 

Lair and Lair Actions

An Amygdala makes its lair in various places of eldritch significance; places of madness and hidden truth. These lairs are shaped by and for creatures obeying different laws of physics and will present a challenge on their own. 

Regional Effects

The region within 2 miles of an Amygdala’s lair is altered by the aberration's psionic presence, creating the following effects:

  • Any creature that finishes a long rest in the region must make a DC 15 Wisdom saving throw. Creatures that don't need to sleep, such as elves, automatically succeed on this saving throw. On a failed save, a hidden cosmic presence inspires terrible nightmares that last for the duration of the target's sleep and prevent the target from gaining any benefit from that rest. In addition, when the target wakes up, its Wisdom score is reduced by 1d6. The target dies if this reduction reduces the target's Wisdom score to 0. Otherwise, the reduction lasts until the target finishes a long rest. 
  • When a creature encounters an Amygdala within the region for the first time, it must make a DC 15 Wisdom saving throw. A creature that fails the saving throw remembers nothing from the encounter. On a successful save, the creature's memories aren't affected. Any spell that can end a curse can restore the creature's lost memories.

If the Amygdala dies, these effects end immediately

Shadowtouched_Rezakiri

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