Large Aberration, Lawful Evil
Armor Class 15 natural armor
Hit Points 95 (10d8 + 50)
Speed 0 ft., Fly 20 ft. (hover)
STR
8 (-1)
DEX
10 (+0)
CON
15 (+2)
INT
16 (+3)
WIS
16 (+3)
CHA
9 (-1)
Skills Perception +8
Condition Immunities Prone
Senses Darkvision 120 ft., Passive Perception 18
Languages Deep Speech, Telepathy 600 ft., Undercommon
Challenge 6 (2,300 XP)
Proficiency Bonus +3
Actions

Multiattack. Aurangaul makes three attacks: one with its bite and two with its tentacles

Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 16 (4d6 + 2) piercing damage.

Tentacles. Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 16 (4d6 + 2) bludgeoning damage plus 7 (2d6) psychic damage.  

Eye Rays. Aurangaul shoots three of the following magical eye rays at random (reroll duplicates), choosing one to three targets it can see within 120 feet of it;

1. Aversion ray. The targeted creature must make a DC15 Charisma saving throw. On a failed save, the target has disability on attack rolls for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

2. Fear ray. The targeted creature must make a DC15 Wisdom saving throw or be frightened for one minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

3. Psychic ray. The target must succeed on a DC15 Intelligence saving throw or take 27 (6d8) psychic damage.

4. Slowing ray. The targeted creature must make a DC15 Dexterity saving throw. On a failed save, the target's speed is halved for 1 minute. In addition, the target can't take reactions, and it can take either an action or a bonus action on its turn but not both. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

5. Stunning ray. The targeted creature must make a DC15 Constitution saving throw or be stunned for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

6. Telekinetic ray. The targeted creature must make a DC15 Strength saving throw. On a failed save, Aurangaul moves it up to 30 feet in any direction, and it is restrained by the ray's telekinetic grip until the start of Aurangaul's next turn or until Aurangaul is incapacitated.

Description

A mindwitness that gained a higher level of sentience after being abandoned by its illithid colony. It took over the running of the temple dedicated to the Elder Brain it served, and commands the few Grimlocks left in the temple.

Aura_Mirage

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