Huge Aberration, Chaotic Evil
AC 17 (natural)    Initiative +3 (13)
HP 150 (14d12 + 56)
Speed 35 ft., Ash'nyrak will hover even when unconscious. Though it has wings, it only uses these to change directions quicker.
Mod Save
STR 18 +4 +7
DEX 14 +2 +2
CON 18 +4 +7
Mod Save
INT 6 −2 −2
WIS 15 +2 +5
CHA 10 +0 +0
Skills Insight +1, Stealth +4
Vulnerabilities Thunder
Resistances Necrotic, Damage from Spells
Immunities Psychic; Frightened, Prone
Gear Magic absorbing wings
Senses Blindsight 60, Darkvision 120 ft.; Passive Perception 20
Languages Deep Speech, Telepathy 120 ft.
CR 8 (XP 3,900; PB +3)
Traits

Aberrant Sonar. While the Ash'nyrak is not deafened, it knows the exact position of each creature within 60 feet, even if it has full cover.

Surround Vision.  The Ash'nyrak cannot be surprised.

Legendary Resistance (3/Day, or 4/Day in Lair). If the Ash'nyrak fails a saving throw, it can choose to succeed instead.

Actions

Multiattack. The Ash'nyrak makes three Tail attacks against a single target.

Tail. Melee Attack Roll: +6, reach 15 ft. Hit: 17 (5d6) slashing damage. If the target is a medium or smaller creature, it has the Grappled condition (escape DC 14) from one of four tails.  While grappled, a creature rolls with disadvantage against the Ash'nyrak's Shriekfield attack.

Bonus Actions

Bite.  If the Ash'nyrak has a creature grappled with its tail, it will make a melee bite attack upon that creature, rolling with advantage.  Melee Attack Roll: +7,  Hit: 10 (2d6) piercing damage.  A creature successfully bitten by the Ash'nyrak must make a CON save (DC14) or they will fall unconscious until someone uses an action to wake them, or they take damage exceeding 5hp.

Eldritch Blast.  When the Ash'nyrak absorbs 10 or more HP from magical attacks, it can make an attack similar to an Eldritch Blast.  6 (1d10+2) force damage.

Reactions

Wings of Protection.  If attacked by magic, whether from a spell or an item, the Ash'nyrak will use its wings to absorb most of the impact.  This includes magic missiles and eldritch blasts.

Legendary Actions

Legendary Action Uses: 1 (2 in Lair). Immediately after another creature’s turn, the Ash'nyrak can let loose its Shriek. The Ask'nyrak regains all expended uses at the start of each of its turns.

Shriekfield.  Constitution Saving Throw (DC15), Any creature (other than an aberration or any creature that is deafened) that starts its turn in a 60-foot emanation originating from the Ash'nyrak when the Ash'nyrak is not incapacitated.  Creatures who have taken measures to protect their hearing roll this save with an advantage.  Failure:  The target becomes stunned and deafened until the start of the Ash'nyrak's next turn.

Description

This aberration is usually conjured by high level arcane magic users, who will tie the creature to an early item and allow it to be controlled to use it as a weapon.  The Ash'nyrak will resist this control, however, and will escape the bonds holding it if it drops below 10% of its max HP.  The creature is constantly letting  off low squeaks, much like those of a bat, which is uses to "see" everything within 60 feet of it, including things hidden behind objects.

The wings of the Ask'nyrak are resistant to all forms of magic and will absorb half of the intended damage as a reaction to a magical attack.  

Habitat: Underdark

PapaMike64

Comments

Posts Quoted:
Reply
Clear All Quotes