Medium Fiend, Chaotic Evil
AC 22    Initiative +21 (31)
HP 300 (40d8 + 120)
Speed 60 ft.
Mod Save
STR 14 +2 +2
DEX 24 +7 +14
CON 16 +3 +3
Mod Save
INT 24 +7 +14
WIS 20 +5 +12
CHA 22 +6 +13
Skills Deception +20, Perception +19, Stealth +21
Resistances Bludgeoning, Cold, Piercing, Radiant, Slashing
Immunities Necrotic, Poison, Thunder; Charmed, Deafened, Exhaustion, Frightened, Poisoned
Gear Razor's Edge (+2 Longsword of Wounding for anyone else)
Senses Blindsight 60 ft., Truesight 120 ft.; Passive Perception 29
Languages All
CR 24 (XP 62,000; PB +7)
Traits

Evasion. If the aspect is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, the aspect instead takes no damage if it succeeds on the save and only half damage if it fails. It can’t use this trait if it has the Incapacitated condition.

Inscrutable. No magic can observe the aspect remotely or detect its thoughts without its permission. Wisdom (Insight) checks made to ascertain its intentions or sincerity are made with Disadvantage.

Legendary Resistance (4/Day). If the aspect fails a saving throw, it can choose to succeed instead.

Magic Resistance. The aspect has Advantage on saving throws against spells and other magical effects. 

Regeneration. The aspect regains 20 Hit Points at the start of each of its turns if it has at least 1 Hit Point.

Actions

Multiattack. The aspect makes three attacks. 

Razor's Edge. Melee Attack Roll: +16 to hit, reach 5 ft. Hit: 16 (2d8 + 7) Force damage plus 27 (6d8) Thunder damage, and if the target is a creature, it cannot regain Hit Points until the start of the aspect's next turn.

Blade of Doubt. Ranged Attack Roll: +14 to hit, range 60 ft. Hit: 14 (2d6 + 7) Piercing damage plus 27 (6d8) Necrotic damage. Charisma Saving Throw: DC 22. Failure: The creature can either move or take an Action on its next turn, not both.

Winds of Pandemonium (Recharge 5–6). Constitution Saving Throw: DC 21, each creature in a 120-foot cone. Failure: 63 (14d8) Thunder damage, and the creature has the Deafened condition until the end of the aspect's next turn. While the creature is Deafened in this way, the Aspect has Advantage on attack rolls against the creature. Failure or Success: Creatures concentrating on a spell have Disadvantage on the saving throw to maintain concentration. 

Bonus Actions

Cunning Action. The aspect takes the Dash, Disengage, or Hide action.

Reactions

Uncanny Dodge. Trigger: When an attacker the aspect can see hits it with an attack. Response: The aspect halves the attack’s damage against it.

Legendary Actions

The veiled presence can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. The veiled presence regains all spent legendary actions at the start of its turn.

Attack. The aspect makes one attack. The aspect can’t take this action again until the start of its next turn.

Swift Step. The aspect moves up to its Speed without provoking Opportunity Attacks. 

Whispered Deceit. The aspect utters a lie so profound it overwhelms the mind. Wisdom Saving Throw: DC 21, one creature the Aspect can see within 60 feet. Failure: The creature has the Paralyzed condition until the end of its next turn. Failure or Success: The aspect can't take this action again until the start of its next turn. 

Previous Versions

Name Date Modified Views Adds Version Actions
3/28/2025 7:21:37 AM
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TheHollowHunter

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