| Mod | Save | ||
|---|---|---|---|
| STR | 1 | −5 | −5 |
| DEX | 13 | +1 | +1 |
| CON | 10 | +0 | +0 |
| Mod | Save | ||
|---|---|---|---|
| INT | 10 | +0 | +0 |
| WIS | 10 | +0 | +0 |
| CHA | 14 | +2 | +2 |
Incorporeal Movement. The anomaly can move through other creatures and objects as if they were difficult terrain. The anomaly is destroyed if it ends its turn inside an object.
Minion. If the anomaly takes damage from an attack or the result of a failed saving throw, its hit points are reduced to 0. If it takes damage from another effect, it dies if the damage equals or exceeds its hit point maximum; otherwise it takes no damage.
Terrifying Flicker. If an enemy starts its turn within 5 feet of three or more anomalies, the enemy must succeed on a Wisdom saving throw (DC 10 + the number of anomalies within 5 feet) or be dazed until the start of its next turn. On a successful save, the enemy is immune to this Terrifying Flicker trait from all anomalies for the next 24 hours.
Flickering Strike (Group Attack). Melee Spell Attack: +4 to hit, reach 5 ft., one creature. Hit: 1 psychic damage.
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