Large Aberration, Chaotic Neutral
Armor Class 11
Hit Points 100 (10d10 + 40)
Speed 35 ft., Fly 30 ft. must land on solid flat surface to maintain corporeal form.
STR
10 (+0)
DEX
12 (+1)
CON
18 (+4)
INT
16 (+3)
WIS
14 (+2)
CHA
20 (+5)
Saving Throws CON +7, INT +6, CHA +8
Skills Arcana +0, Perception +0
Damage Vulnerabilities Psychic
Damage Immunities Acid, Necrotic; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Senses Blindsight 60ft., Passive Perception 18
Languages --
Challenge 8 (3,900 XP)
Proficiency Bonus +3
Traits

Cosmic Horror. Astrid extends her true miasmic form around her. Up to 5 creatures of her choice are forced to make a DC 15 Charisma Saving Throw or become stunned. They may repeat the saving throw at the end of each of their turns, ending the effect on a success.  Once a creature succeeds on their saving throw they are immune to this ability for 24 hours.

Ephemeral Form. Astrid can't wear or carry anything and use her Miasmic abilities at the same time.

Incorporeal Movement. Astrid can move through other creatures and objects as if they were difficult terrain. She takes 5 (1d10) force damage if she ends her turn inside an object or creature.

Actions

Multiattack. Astrid makes two Astral Tendril attacks whenever she takes the attack action.

Astral Tendril. Melee Weapon Attack: +8 to hit, reach 10 ft., 1 target. Hit: 9 (1d6 + 5) Psychic damage plus 11 (3d6) Necrotic damage. The target's hit point maximum is reduced by an amount equal to the necrotic damage taken, and Astrid regains hit points equal to that amount. The reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0. A creature slain in this way rises the following round as an Astral Ghoul.

Bonus Actions

Astral Slide. As a Bonus Action, Astrid can use Misty Step and teleport up to 30 feet to any location of which she is aware.

Reactions

Quick Shift. Astrid can turn her form incorporeal when she is hit by an attack, taking no damage from the hit.

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

Enter a general description for your monster here.

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.

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