Lesser Star Spawn Emissary
Lesser Star Spawn Emissary CR: 19
STR
21 +5
DEX
18 +4
CON
24 +7
INT
25 +7
WIS
20 +5
CHA
23 +6
Aberrant Rejuvenation. When the emissary drops to 0 hit points, it's body melts away. A greater star spawn emissary instantly appears in an unoccupied space within 60 feet of where the lesser emissary disappeared. The greater emissary uses the lesser emissary's initiative turn. Legendary Resistance (3/Day). If the emissary fails a saving throw, it can choose to succeed instead. Unusual Nature. The emissary doesn't require any air, food, drink, or sleep.
Actions
Multiattack. The emissary makes three attacks. Lashing Maw. Melee Weapon Attack +11 to hit, reach 15 ft, one target. Hit 16 2d10+5 piercing damage plus 13 3d8 acid damage. Psychic Orb. Ranged Spell Attack +11 to hit, range 120 ft, one target. Hit 18 2d10+7 psychic damage. Change Shape. The emissary polymorphs in to a Small or Medium creature of it's choice or back into it's true form. It's statistics, other than it's size, are the same in each form. Any equipment it is wearing or carrying isn't transformed.
Legendary Actions
The emissary can make 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. The emissary regains legendary actions at the start of it's turn.
- Psychic Orb. The emissary makes a psychic Orb attack.
- Teleportation Maw (Costs 2 Actions). The emissary teleports to an unoccupied space it can see 30 feet of it and can make a Lashing Maw attack.
- Psychic Lash (Costs 3 Actions). The emissary targets a creature it can see within 30 feet of it and psychically lashes at that creature's mind. The target must succeed on a DC Wisdom saving throw or take 36 8d8 psychic damage and be stunned until the start of it's next turn.
Suggested Environments
Any, though usually in or around large settlements, or regions steeped in magic.
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