Gargantuan Aberration, Neutral Evil
AC 23    Initiative +18 (28)
HP 635 (31d20 + 310)
Speed 60 ft., Climb 60 ft., Burrow 30 ft.
Mod Save
STR 30 +10 +10
DEX 14 +2 +10
CON 30 +10 +10
Mod Save
INT 18 +4 +12
WIS 17 +3 +11
CHA 30 +10 +10
Skills Perception +19, Stealth +18
Vulnerabilities Acid
Resistances Fire, Necrotic, Radiant
Immunities Cold, Psychic; Blinded, Charmed, Deafened, Exhaustion, Frightened, Unconscious
Senses Blindsight 90 ft., Darkvision 300 ft., Truesight 30 ft.; Passive Perception 27
Languages None
CR 26 (XP 90,000; PB +8)
Traits

Death Throes. The Emissary unleashes a torrent of psychic energy when it dies. Intelligence Saving Throw: DC 24, each creature in a 30-foot Emanation originating from the Emissary. Failure: 28 (8d6) Psychic damage plus 28 (8d6) Force damage. Success: Half damage.

Legendary Resistance (5/Day in Lair). If the Emissary fails a saving throw, it can choose to succeed instead.

Psychic Breakthrough. At the start of the Emissary's turn, if it is Incapacitated, Paralyzed, Petrified, Poisoned, or Stunned, it can choose to take 10 Psychic damage and end the condition(s). Doing so does not require, or use, any action.

Singular Purpose. At the top of the battle round, select one enemy the Emissary can see to be it's singular target. Until the end of that round, the Emissary has advantage on attack rolls against that target.

Void Carapace. The Emissary has Advantage on saving throws against spells and other magical effects.

Actions

Multiattack. The Emissary makes four attacks, two with Scything Talons and two with Rending Claws. It can replace one attack with a use of Psychic Tendril if available.

Rending Claws. Melee Attack Roll: +18 to hit, reach 10 ft. Hit: 32 (4d10 + 10) Slashing damage.

Scything Talons. Melee Attack Roll: +18 to hit, reach 20 ft. Hit: 36 (4d12 + 10) Piercing damage.

Psychic Tendril (Recharge 5–6). The Emissary uses one of the following abilities (save DC 21):

  • Neuroblast: Intelligence Saving Throw: each creature in a 90-foot Cone. Failure: 77 (14d10) Psychic damage and the creatures are knocked Prone. Success: Half damage only.
  • Neurolance: Charisma Saving Throw: one creature the Emissary can see within 120 feet. Failure: 14 (4d6) Psychic damage and 14 (4d6) Force damage, and suffers two levels of Exhaustion. Success: Half damage only.
  • Neuroparasite: Wisdom Saving Throw:  each creature within a 30-foot Emanation of the Emissary. Failure: 13 (2d12) Psychic damage and have Disadvantage on the next ability check, attack roll, or saving throw the creature makes. Success: Half damage only.
Bonus Actions

Psychic Overload. Ranged Attack Roll: +18 to hit, range 90 ft. Hit: 28 (4d8 + 10) Psychic damage. If the target is a Large or smaller creature, it is pushed up to 20 feet straight away from the Emissary and has the Prone condition.

Reactions

Psychic Barrier (3/Day). The Emissary casts Shield in response to the spell’s trigger.

Legendary Actions

Legendary Action Uses: 3. Immediately after another creature’s turn, the Emissary can expend a use to take one of the following actions. The Emissary regains all expended uses at the start of each of its turns.

Pounce. The Emissary moves up to half its Speed, without provoking Opportunity Attacks, and makes two Scything Talon attacks.

Psychic Overload. The Emissary uses Psychic Overload.

Rapid Regeneration. The Emissary heals 41 (2d20+20) health. The Emissary cannot use this action if it has taken Acid damage in the current round and can only use this action once per round.

Habitat: ForestGrassland

TaAj88

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