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___ > ## Emissary of the Unutterable Delirium >*Large aberration, chaotic evil* > ___ > - **Armor Class** 18 (natural armor) > - **Hit Points** 127 (15d10 + 45) > - **Speed** 25 ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|18 (+4)|13 (+1)|16 (+3)|11 (+0)|17 (+3)|22 (+6)| >___ > - **Saving Throws** Str +8, Wis +7, Cha +10 > - **Skills** Intimidation +14, Perception +11 > - **Damage Immunities** poison, psychic > - **Condition Immunities** charmed, frightened, poisoned > - **Senses** darkvision 120 ft., truesight 15 ft., passive Perception 20 > - **Languages** Deep Speech, telepathy 60 ft. > - **Challenge** 12 (8,400 XP) > ___ >***Eldritch Manifestation.*** The sight of the emissary alone drives most creatures to insanity. The first time a creature that is not an aberration starts its turn within 60 feet of the emissary and can see it, it must make a DC 18 Wisdom saving throw. On a failed save, a creature takes 22 (4d10) psychic damage and suffers a random condition for 1 minute. Roll a d6 for the condition: (1–2) blinded, (3–4) frightened, or (5–6) stunned. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. On a successful save, the creature takes half as much damage and suffers no condition. > >***Destructive Rending.*** As the emissary attacks with its tentacles, it rends restrained targets limb from limb. When the emissary hits an incapacitated or restrained creature for the second time in a turn, the target takes an extra 10 (3d6) bludgeoning damage. > >***Magic Resistance.*** The emissary has advantage on saving throws against spells and other magical effects. > > ### Actions > ***Multiattack.*** The emissary makes three tentacle attacks, or one tentacle attack and uses its Shrieking Void. > > ***Tentacle.*** *Melee Weapon Attack:* +8 to hit, reach 10 ft., one target. *Hit:* 18 (4d6 + 4) bludgeoning damage, and the target is grappled (escape DC 18). Until this grapple ends, the target is restrained. The emissary can only grapple one creature at a time.
___ > > ***Shrieking Void.*** The emissary shrieks at one creature it has grappled. The target must make a DC 18 Wisdom saving throw. On a failed save, the target takes 27 (5d10) psychic damage and is frightened until the end of the emissary's next turn. While frightened in this way, the creature is also paralyzed. On a successful save, the target suffers no damage or conditions, and is immune to the emissary's Shrieking Void for the next 24 hours. > > ### Reactions > ***Pestilent Residuum.*** If the emissary takes 30 damage or more on a single turn, it can command its blood to form a poisonous mist around it. All creatures within 10 feet of the emissary must make a DC 18 Constitution saving throw, taking 11 (2d10) poison damage on a failed save, or half as much damage on a successful one. On a failed save, a creature is also poisoned for the next minute. While poisoned this way, the creature can't regain hit points.