Medium Aberration, Lawful Evil
Armor Class 16 Exoskeleton
Hit Points 71 (13d8 + 13)
Speed 30 ft., Fly 10 ft.
STR
11 (+0)
DEX
12 (+1)
CON
12 (+1)
INT
20 (+5)
WIS
17 (+3)
CHA
17 (+3)
Saving Throws INT +8, WIS +6, CHA +6
Skills Arcana +7, Deception +6, Insight +6, Perception +6, Persuasion +6, Stealth +4
Damage Resistances Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Condition Immunities Charmed, Unconscious
Senses Darkvision 120 ft., Passive Perception 16
Languages Deep Speech, Telepathy 120 ft., Undercommon (It's mouth produces sounds that seem otherworldly and inherently wrong to non-abberations. As such, it will often opt for telepathy when not attempting to be threatening)
Challenge 8 (3,900 XP)
Proficiency Bonus +3
Traits

Magic Resistance. The Alohym has advantage on saving throws against spells and other magical effects.

Innate Spellcasting (Psionics). The Alohym’s innate spellcasting ability is Intelligence (spell save DC 15). It can innately cast the following spells, requiring no components:

At will: detect thoughts, mind spike

1/day each: dominate monster, plane shift (self only)

Actions

Claw. Melee Weapon Attack: +7 to hit, reach 5 ft., one creature. Hit: 15 (2d10 + 4) slashing damage, + 2 (1d4) force damage, as the target is burned with ethereal energy. 

Unlight Blast (Recharge 4). The Alohym magically emits psychic energy in a 60-foot cone. Each creature in that area must succeed on a DC 15 Intelligence saving throw or take 22 (4d8 + 4) psychic damage and be stunned for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Reactions

Ethereal Touch.  Attack of opportunity: Melee Weapon Attack: +5 to hit, reach 5ft., one creature. Hit: 9 (1d10 +4) force damage, and the target must succeed on a DC 15 Intelligence saving throw or become restrained by dark tendrils until the creatures next turn.

Description

Despite it's metallic look, the armour it wears is its own exoskeleton, and its visible, fleshy appendages are a part of it. Despite it's lanky frame, it harbours immense psionic energy, and is competent in melee combat.

Upon death, the creature exits its exoskeleton and reveals its true form, a cat sized bundle of flesh in the vague shape of an insect of some description. It does this in a futile attempt at self preservation, as it will die soon after leaving its armour.

Previous Versions

Name Date Modified Views Adds Version Actions
2/6/2020 12:12:18 PM
21
0
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Coming Soon

Monster Tags: abberation

Habitat: Underdark

trapbuilder2

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