THE SHARED REFERENCE Adventurer

Monster

Aeorian Nullifier

Outside your table’s allowed sources

Official reference · EGW · 2014

Creature type
Monstrosity
Size
Large
Armor class
17 (natural armor)
Hit points
180 (19d10 + 76)
Speed
Walk 40 ft.
Challenge rating
12
Alignment
Neutral Evil
Strength
19
Dexterity
14
Constitution
18
Intelligence
7
Wisdom
14
Charisma
18
Passive Perception
16
Saving Throws
wis: +6; cha: +8
Skills
perception: +6; survival: +6
Senses
darkvision 120 ft.
Languages
understands Draconic but can't speak
Immunities
necrotic, radiant

Traits

Horrid Gnashing

The nullifier's mouths gnash incoherently while it can see any enemies. Each creature that starts its turn within 20 feet of the nullifier and can hear it must make a DC 16 Wisdom saving throw. Unless the save succeeds, the creature rolls a d8 to determine what it does during the current turn:

  • 1-4:: The creature is stunned until the end of the turn.
  • 5-6:: The creature is frightened until the end of the turn and uses its movement to get as far as possible from the nullifier.
  • 7-8:: The creature doesn't move, and it uses its action to make one melee attack against a random creature (other than itself) if one is within reach. It otherwise does nothing

Magic Resistance

The nullifier has advantage on saving throws against spells and other magical effects.

Actions

Multiattack

The nullifier makes three attacks: one with its bites and two with its claws.

Bites

Melee Weapon Attack: +8 to hit, reach 5 ft., one creature. Hit: 17 (2d12 + 4) piercing damage plus 11 (2d10) force damage.

Claws

Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 11 (2d6 + 4) slashing damage plus 11 (2d10) force damage, and the target is grappled (escape DC 16) if it's a creature. The nullifier has two claws, each of which can grapple one creature.

Reactions

Counterspell

The nullifier attempts to interrupt a creature that it can see within 60 feet in the process of casting a spell. If the creature is casting a spell of 3rd level or lower, its spell fails and has no effect. If it is casting a spell of 4th level or higher, the nullifier makes a Charisma check with a DC equal to 10 + the spell's level. On a success, the creature's spell fails and has no effect.

Innate Spellcasting

The nullifier's innate spellcasting ability is Charisma (spell save DC 16). It can innately cast the following spells, requiring no material components:

At will: counterspell (see "Reactions" below), detect magic, dispel magic, see invisibility

1/day: antimagic field

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