| Mod | Save | ||
|---|---|---|---|
| STR | 22 | +6 | +6 |
| DEX | 10 | +0 | +0 |
| CON | 17 | +3 | +3 |
| Mod | Save | ||
|---|---|---|---|
| INT | 5 | −3 | −3 |
| WIS | 17 | +3 | +3 |
| CHA | 12 | +1 | +1 |
Dimensional Authority. Other creatures can’t teleport to or from a space within 60 feet of the breaker unless the breaker is teleporting it. Any attempt to do so is wasted.
Magic Resistance. The breaker has advantage on saving throws against spells and other magical effects.
Uncanny Senses. The breaker can’t be surprised unless it’s incapacitated.
Ill Survivor. Whenever a creature is dealt damage by the breaker, it must succeed on a DC 14 Charisma Saving Throw or be forced to take the Attack Action on its next turn.
Multiattack. The breaker makes one Tentacle or Scour attack and one Slam attack.
Tentacle. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 9 (1d6 + 6) Bludgeoning damage plus 18 (4d8) force damage.
Scour. Ranged Weapon Attack: +6 to hit, reach 60 ft., one target. Hit: 7 (1d6 + 4) Psychic damage plus 9 (2d8) force damage.
Slam. Melee Weapon Attack: DC 17 Dexterity Saving Throw; each creature in a 15-foot emanation. On a fail, 27 (6d8) Force damage, and the creature is knocked Prone. The creature takes half damage on a success.
No Escape (Recharge 4-6). A creature within 60 feet of the breaker must succeed on a DC 18 Strength Saving Throw or be teleported to an unoccupied space within 10 feet of the breaker.
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