Greater Star Spawn Emissary
Greater Star Spawn Emissary CR: 21
STR
24 +7
DEX
13 +1
CON
26 +8
INT
27 +8
WIS
22 +6
CHA
25 +7
Legendary Resistance (4/Day). If the emissary fails a saving throw, it can choose to succeed instead. Unusual Nature. The emissary doesn't require air, food, drink, and sleep.
Actions
Multiattack. The emissary makes three attacks. Lashing Maw. Melee Weapon Attack +14 to hit, reach 15 ft, one target. Hit 20 2d12+7 piercing damage plus 13 3d8 acid damage. Psychic Orb. Ranged Spell Attack +15 to hit, range 120 ft, one creature. Hit 27 3d12+8 psychic damage. Unearthly Bile (Recharge 5-6). The emissary expels bile that splashes all creatures in a 30 foot radius sphere centred on a point within 120 feet of the emissary. Each creature in that area must make a DC 23 Dexterity saving throw, takin 55 10d10 acid damage on a failed save, or half as much damage on a successful one. For each creature that fails the saving throw, a gibbering mouther appears in an unoccupied space on a surface that can support it within 30 feet of that creature. The gibbering mouthers act right after the emissary on the same initiative count, gaining a +2 bonus to their attack and damage rolls, and fighting until they are destroyed. They disappear when the emissary dies.
Legendary Actions
The emissary can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of a creature's turn. The emissary regains spent legendary actions at the start of it's turn.
- Attack. The emissary teleports up to 30 feet to an unoccupied space it can see and makes one attack.
- Warp Space (Costs 2 Actions). The emissary causes the ground in a 20 foot that it can see in a 90 foot square to turn into teeth and maws until the start of it's next turn. The area becomes difficult terrain for the duration. Any creature takes 10 3d6 piercing damage for each 5 feet it moves on this terrain.
- Mind Cloud (Cost 3 Actions). The emissary unleashes a psychic wave. Each creature within 30 feet of the emissary must succeed on a DC 23 Wisdom saving throw or take 32 5d12 psychic damage. In addition, every spell ends on creatures and objects of the emissary's choice in that area.
Suggested Environments
Any settlement or place saturated with magic.
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