Medium Aberration, Lawful Evil
Armor Class 15 (natural armor)
Hit Points 82 (11d8 + 33)
Speed 30 ft.
STR
16 (+3)
DEX
16 (+3)
CON
16 (+3)
INT
11 (+0)
WIS
10 (+0)
CHA
12 (+1)
Saving Throws DEX +6, WIS +3
Skills Perception +3, Stealth +6
Damage Resistances Necrotic; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Senses Darkvision 60 ft., Truesight 60 ft, Passive Perception 13
Languages the languages it knew in life
Challenge 5 (1,800 XP)
Proficiency Bonus +3
Traits

Defy Gravity. The aspect can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.

Jump Between the Stars. The aspect can leap twice as far as it normally could. 

Weakness of the Flesh. The aspect is weakened since its not in its true form and can experience pain. Once per turn, if an attacking creature deals more than 20 damage to the aspect, the aspect looses its multiattack action on its next turn and its movement speed is halved.

 

Actions

Multiattack. The aspect makes two attacks, only one of which can be a mindshatter attack.

Rend. Melee or Ranged Weapon Attack: +6 to hit, reach 5 ft., one creature. Hit: 8 (2d4 + 3) slashing damage. Instead of dealing damage, the aspect can grapple the target (escape DC 13). If it uses a ranged attack to do so, in order to grapple the target, the target must first make a Strength or Dexterity saving throw (DC 13) or be pulled to within 5 feet of where the aspect is standing, and is grappled. 

Mindshatter. Melee Weapon Attack: +6 to hit, reach 5 ft., one willing creature, or a creature that is grappled by the aspect, incapacitated, or restrained. Hit: 6 (1d6 + 3) piercing damage plus 7 (2d6) psychic damage. The target's hit point maximum is reduced by an amount equal to the psychic damage taken, and the aspect 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.

Lair and Lair Actions

 

Lair Actions

On initiative count 20 (losing initiative ties), the aspect takes a lair action to cause one of the following effects: the aspect can't use the same two effects in a row:

  • The glowing fissures flare up with sinister energy, and the aspect regains up to 10 hit points.
  • Glowing gemstones float up from the fissures, exploding violently, sending deadly slivers flying through the room. Every creature in the room must make a DC 15 Dexterity saving throw, taking 2d6 piercing damage on a failed save, or half as much damage on a successful one. 
  • The light from the fissures wink out, plunging the room into magical darkness until the aspect dismisses it as an action, uses another lair action, or dies. 

Habitat: UnderdarkUrban

VentorClawhide

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