Large Aberration (Human), Lawful Evil
Armor Class 17 Nightmare Robes
Hit Points 200 (20d8 + 100)
Speed 30 ft.
STR
8 (-1)
DEX
14 (+2)
CON
20 (+5)
INT
20 (+5)
WIS
18 (+4)
CHA
18 (+4)
Saving Throws CON +10, INT +10, WIS +9, CHA +9
Damage Resistances Cold, Fire
Damage Immunities Necrotic; Bludgeoning, Piercing, and Slashing that is Nonmagical
Condition Immunities Blinded, Charmed, Grappled, Poisoned, Stunned
Senses Darkvision 120 ft., Truesight 60 ft., Passive Perception 18
Languages Common, Telepathy 120 ft.
Challenge 16 (15,000 XP)
Proficiency Bonus +5
Traits

When creatures enter Almerion’s lair, they are subjected to the effects of Nightmare Singularity: All creatures within 60 feet of Almerion must make a DC 18 Wisdom saving throw or be trapped in a nightmare-like illusion where they can only perceive Almerion. Allies, enemies, and objects vanish from their senses for the duration. On a success, the creature is immune to this effect for 24 hours. Affected creatures have disadvantage on saving throws against Almerion’s spells and abilities.

Simulacrum: Almerion maintains a Simulacrum, an identical illusory duplicate of himself that acts independently but under his control. The Simulacrum has half of Almerion's hit points and cannot summon creatures or use legendary actions.

Nightmarish Form (Aura): Creatures within 30 feet of Almerion must succeed on a DC 18 Wisdom saving throw at the start of their turn or become Frightened until the end of their next turn. Creatures that succeed are immune to this effect for 24 hours.

Aura of Madness: Enemies within 20 feet of Almerion have disadvantage on saving throws against his Illusion and Conjuration spells.

Master Illusionist: Almerion can concentrate on two Illusion spells simultaneously. Additionally, creatures have disadvantage on saving throws against his Illusion spells.

Shadow Shift: As a bonus action, Almerion can teleport up to 60 feet to an unoccupied space in dim light or darkness. He can also cast a cantrip as part of this action.

Mobile: Almerion can move through an enemy's space or away from them without provoking opportunity attacks.

Psionic Vampire: Whenever a creature within 30 feet of Almerion takes psychic damage, he regains 2d6 hit points. If Almerion regains hit points this way on three consecutive turns, he also gains 3d8 temporary hit points. These temporary hit points remain for 1 hour or until depleted.

Actions

Almerion is a 17th-level spellcaster. His spellcasting ability is Intelligence (spell save DC 18, +10 to hit with spell attacks). He has the following spells prepared:

Cantrips (at will): Minor Illusion, Prestidigitation, Chill Touch, Mage Hand, Thaumaturgy

1st Level (4 slots): Mage Armor, Shield, Disguise Self, Command

2nd Level (3 slots): Mirror Image, Misty Step, Hold Person

3rd Level (3 slots): Counterspell, Fear, Hypnotic Pattern

4th Level (3 slots): Greater Invisibility, Phantasmal Killer, Dimension Door

5th Level (2 slots): Wall of Force, Dominate Person

6th Level (1 slot): Mass Suggestion, Dream

7th Level (1 slot): Mirage Arcane, Simulacrum

8th Level (1 slot): Maze, Illusory Dragon

9th Level (1 slot): Weird, Foresight

Multiattack: Almerion makes two attacks: Touch of the Nightmare and casts a spell or cantrip.

Touch of the Nightmare (Melee Spell Attack)

  • Attack Bonus: +9 to hit
  • Reach: 5 ft.
  • Hit: 18 (4d8) psychic damage. The target must succeed on a DC 18 Wisdom saving throw or become Frightened for 1 minute. The creature can repeat the saving throw at the end of its turns, ending the effect on a success.

Nightmare Singularity (Recharge 5–6): All creatures within 60 feet must make a DC 18 Wisdom saving throw. On a failed save, they can only perceive and hear Almerion for the duration (concentration, up to 1 minute). Almerion gains advantage on attack rolls against these creatures, and they have disadvantage on saving throws while the effect lasts.

Summon Mummy Lords (1/Day): Almerion summons 2 Mummy Lords, which appear in unoccupied spaces within 30 feet of him. They act immediately after his turn and are loyal to him.

Bonus Actions

Mimic Voice (Bonus Action OR Reaction): Almerion can project a voice directly into the mind of a creature he can see within 120 feet. The voice mimics the sound and tone of another individual known to the target, calling out from a specific direction or location within 300 feet. The creature must succeed on a DC 18 Intelligence (Investigation) check to discern the illusion; otherwise, it believes the voice is real and coming from the indicated location. This effect ends at the start of Almerion’s next turn.

Reactions

Counterspell: When a creature within 60 feet casts a spell, Almerion can use his reaction to cast Counterspell at 3rd level.

Illusory Defense: When a creature hits Almerion with a melee attack, he can teleport 10 feet to an unoccupied space and create an illusory duplicate where he was standing. The illusion lasts until the start of his next turn.

Legendary Actions

Almerion can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature’s turn. He regains spent legendary actions at the start of his turn.

  1. Shadow Step (1 Action): Almerion teleports up to 30 feet to a space in dim light or darkness.

  2. Illusory Chaos (2 Actions): Almerion creates a chaotic illusion in a 10-foot radius within 60 feet. Creatures in the area must make a DC 18 Wisdom saving throw or suffer disadvantage on attack rolls and saving throws until the end of their next turn.

  3. Illusion Surge (3 Actions): Almerion casts an Illusion spell of 4th level or lower without expending a spell slot.

Lair and Lair Actions

On initiative count 20 (losing initiative ties), Almerion can use a lair action to cause one of the following effects:

  1. Manifest Shadows

    • Shadows fill the lair, turning bright light into dim light and dim light into darkness. This effect lasts until initiative count 20 on the next round.
  2. Illusory Terrain

    • Almerion creates an illusory copy of the terrain, making it difficult for creatures to discern what is real. Creatures in the area have disadvantage on Perception checks.
  3. Nightmare Wail

    • A mournful wail echoes through the lair. Creatures within 120 feet must make a DC 18 Wisdom saving throw or be Frightened for 1 minute. Creatures already frightened by this effect are paralyzed instead.

Monster Tags: abberationhumanoid

Habitat: Urban

keroneiden

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