Monster
Emo
Outside your table’s allowed sources
Official reference · NRH-AT · 2014
- Creature type
- Aberration
- Size
- Large
- Armor class
- 18 (natural armor)
- Hit points
- 180 (19d10 + 76)
- Speed
- Fly 20 ft. (hover)
- Challenge rating
- 13
- Alignment
- Lawful Evil
- Strength
- 10
- Dexterity
- 14
- Constitution
- 18
- Intelligence
- 17
- Wisdom
- 15
- Charisma
- 17
- Passive Perception
- 22
- Saving Throws
- int: +8; wis: +7; cha: +8
- Skills
- perception: +12
- Senses
- darkvision 120 ft.
- Languages
- Deep Speech, Undercommon
- Condition Immunities
- prone
Traits
Antimagic Cone
Emo's central eye creates an area of antimagic, as in the antimagic field spell, in a 150-foot cone. At the start of each of its turns, Emo decides which way the cone faces and whether the cone is active. The area works against Emo's own eye rays.
Actions
Bite
Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 14 (4d6) piercing damage.
Eye Rays
Emo shoots three of the following magical eye rays at random (reroll duplicates), choosing one to three targets it can see within 120 feet of it:
- 1. Happiness Ray: The targeted creature must succeed on a DC 14 Wisdom saving throw or fall prone with laughter, becoming incapacitated and unable to stand up for 1 minute or until Emo harms the creature. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
- 2. Sadness Ray: The targeted creature must succeed on a DC 15 Intelligence saving throw. On a failed save, the target is overcome by sorrow and takes 3d6 psychic damage, and it can't take a reaction until the end of its next turn. On its next turn, it can use either an action or a bonus action, not both. On a successful save, the target takes half as much damage and suffers none of the other effects.
- 3. Anger Ray: The targeted creature must succeed on a DC 14 Wisdom saving throw or be compelled to duel with Emo for 1 minute. The target has disadvantage on attack rolls against creatures other than Emo and must make a Wisdom saving throw each time it attempts to move more than 30 feet away from Emo.
- 4. Anxiety Ray: The targeted creature must succeed on a DC 15 Intelligence saving throw or lose the ability to distinguish friend from foe, regarding all creatures it can see as enemies for 1 minute. Each time the target takes damage, it can repeat the saving throw, ending the effect on itself on a success. Whenever the affected creature targets another creature with an attack, spell, or other ability, it must choose the target at random from among the creatures it can see within range of the attack, spell, or other ability it's using. If an enemy provokes an opportunity attack from the affected creature, the creature must make that attack if it is able to.
- 5. Fear Ray: The targeted creature must succeed on a DC 14 Wisdom saving throw or be frightened for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
- 6. Desolation Ray: The targeted creature must succeed on a DC 14 Intelligence saving throw. On a successful save, the target takes 5d10 psychic damage, and the spell ends. On a failed save, the target takes 5d10 psychic damage and perceives itself to be confined within an illusory stone cell for 1 minute. The target can't see or hear anything beyond the cell and is restrained.
- 7. Jealousy Ray: The targeted creature must succeed on a DC 14 Wisdom saving throw or become charmed for 1 minute. While the target is charmed in this way, it must use its action before moving on each of its turns to make a melee attack against a creature that Emo chooses. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
- 8. Disgusting Ray: The targeted creature must succeed on a DC 15 Constitution saving throw against poison. On a failed save, the target is enveloped in sphere of yellow, nauseating gas and spends its action on its next turn retching and reeling.
- 9. Surprise Ray: The targeted creature must succeed on a DC 15 Dexterity saving throw or be blinded by a spray of color until the end of its next turn.
- 10. Trust Ray: The targeted creature must succeed on a DC 16 Wisdom saving throw or be charmed by Emo for 1 hour or until Emo harms the creature.
Legendary action uses: 3. The creature can use one option at the end of another creature’s turn and regains spent uses at the start of its turn.
Legendary actions
Eye Ray
Emo uses one random eye ray.