Shapechanger. The Astramorgath can use its action to polymorph into a Small or Medium humanoid, or back into its true form. Its statistics, other than its size, are the same in each form. Any equipment it is wearing or carrying isn’t transformed. It reverts to its true form if it dies.
Innate Spellcasting. The Astramorgath’s innate spellcasting ability is Intelligence (spell save DC 18, +10 to hit with spell attacks). The Astaramorgath can innately cast the following spells, requiring no material components:
At will: detect magic, detect thoughts, invisibility (self only), mage hand, major image, misty step
2/day each: fear, fireball, ice storm, lightning bolt
1/day each: cloudkill, plane shift
Magic Resistance. The Astramorgath has advantage on saving throws against spells and other magical effects.
Magic Weapons. The Astramorgath’s weapon attacks are magical.
Regeneration. The Astramorgath regains 10 hit points at the start of its turn if it has at least 1 hit point.
Multiattack. The Astramorgath makes up to three attacks with its bite, claws or tentacles.
Bite. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 11 (1d8 + 8) piercing damage plus 7 (2d6) necrotic damage.
Claw. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 12 (1d10 + 7) slashing damage plus 7 (2d6) necrotic damage.
Tentacles. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) psychic damage plus 7 (2d6) necrotic damage. On a successful hit with two Tentacle attacks, the target must succeed on a DC 18 Intelligence save or become stunned. It can re-roll the DC at the end of its next turn.
Teleport. As a bonus action the Astramorgath can cast teleport to travel to any location it can see/sense.
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