Medium Aberration
Armor Class 16 Natural Armor
Hit Points 126 (14d10 + 15)
Speed 30 ft.
STR
12 (+1)
DEX
14 (+2)
CON
14 (+2)
INT
18 (+4)
WIS
16 (+3)
CHA
12 (+1)
Saving Throws CON +6, INT +8, WIS +7
Skills Insight +6, Stealth +4
Damage Vulnerabilities Radiant
Damage Resistances Cold, Necrotic, Psychic
Damage Immunities Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Condition Immunities Deafened, Exhaustion, Poisoned
Senses Passive Perception 14
Languages --
Challenge 10 (5,900 XP)
Proficiency Bonus +4
Traits

 

Resilient Mind: Advantage on Constitution Saving Throws to maintain concentration on spells and abilities. Advantage on Saving Throws against magical effects and spells. 

Spellcasting. The [Aberrant Soul Ripper] is a 8-level spellcaster. Its spellcasting ability is [Intelligence] (spell save DC 15, +9 to hit with spell attacks). The [Aberrant Soul Ripper] has following spells prepared:
Cantrips (at will): [Chill Touch], [Mind Sliver]
1st level (3 slots): [Arms of Hadar], [Dissonant Whispers], [Inflict Wounds]

2nd level (3 slots): [Darkness], [Mind Spike], [Phantasmal Force]

3rd level (3 slots): [Counterspell], [Bestow Curse]

4th level (2 slots): [Blight], [Shadow of Moil]

Actions

Multiattack: The Aberrant Soul Ripper can make 2 claw attacks.

Song of Eternal Rest. This creature uses an action to activate this ability. All creatures within a 60 ft radius that can hear must make a DC14 Wisdom Saving Throw. On a failure, the creatures are sent into a dream state seeing the thing they want most. The creature is under the Stunned condition for the next minute. At the end of their turn they can make another Wisdom Saving Throw. The Aberrant Soul Ripper must maintain concentration on this ability. If concentration is broken, the effect immediately ends on all affected creatures. It can only use this ability twice per day. 

Soul Feast: Can only be used on a creature under the effect of the Song of Eternal Rest. 1 target. The target takes 4d8 psychic damage. The Aberrant Soul Ripper regains hit points equal to 1/2 of the total damage dealt.

Nightmare Scream: 1 action. Targets all creatures within 30 ft of the Aberrant Soul Ripper. All targets must make a Wisdom Saving Throw DC15. On a failure they take 3d6 psychic damage and have disadvantage on their next Wisdom Saving Throw. All creatures under the effect of Song of Eternal Rest automatically fail this save. On a success they take half damage. 

Action Claw Attack. Melee Weapon Attack: +8 to hit, reach 10 ft., 1 target. Hit: 12 (2d8 + 4) [slashing] damage + 6 (2d4 + 2) [necrotic] damage

Bonus Actions

Shadow Phase: If the Aberrant Soul Ripper is within a shadow or darkness, it can activate this ability. Until the start of its next turn it has resistance to magical slashing, bludgeoning, and piercing damage. 

Shadow Leap: The Aberrant Soul Ripper can teleport 30 ft to any shadow or darkness within range. 

Reactions

Psychic Shield: 1 reaction. When the Aberrant Soul Ripper is hit by an attack roll, it can decrease the damage by 2d10. 

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

Mythic Action Name. 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

This creature levitates above the ground, shrouded in a tattered black robe. It has incredibly long arms that stretch far longer than you'd imagine, with long, black jagged nails at the end of long crooked fingers. A soft humming constantly emanates from the hood. Within the hood, the creature's face looks mummified, with an oddly elongated mouth that is almost snout like, filled with needle sharp teeth. 

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.

Monster Tags: Mind FlayerPsionicaberration

SaltSnyder

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