THE SHARED REFERENCE Adventurer

Monster

Sire of Insanity

Outside your table’s allowed sources

Official reference · GGR · 2014

Creature type
Fiend
Size
Huge
Armor class
17 (natural armor)
Hit points
157 (15d12 + 60)
Speed
Walk 40 ft.
Challenge rating
12
Alignment
Chaotic Evil
Strength
23
Dexterity
6
Constitution
19
Intelligence
14
Wisdom
19
Charisma
22
Passive Perception
14
Saving Throws
con: +8; int: +6; wis: +8; cha: +10
Skills
deception: +10; intimidation: +10
Senses
truesight 120 ft.
Languages
Abyssal, Common, telepathy 120 ft.
Resistances
cold, fire, lightning, resist: bludgeoning, piercing, slashing; note: from nonmagical attacks; cond: True
Immunities
poison
Condition Immunities
poisoned

Traits

Aura of Mind Erosion

Any creature that starts its turn within 30 feet of the sire must make a DC 18 Wisdom saving throw. On a successful save, the creature is immune to this aura for the next 24 hours. On a failed save, the creature has disadvantage for 1 minute on Wisdom and Charisma checks and on Wisdom and Charisma saves. At the start of each of its turns, the sire can suppress this aura until the start of its next turn.

Magic Resistance

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

Actions

Multiattack

The sire makes two attacks: one with its bite and one with its claws.

Bite

Melee Weapon Attack: +10 to hit, reach 5 ft., one creature. Hit: 25 (3d12 + 6) piercing damage plus 16 (3d10) psychic damage.

Claws

Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 10 (1d8 + 6) slashing damage plus 9 (2d8) psychic damage.

Innate Spellcasting

The sire's innate spellcasting ability is Charisma (spell save DC 18, +10 to hit with spell attacks). The sire can innately cast the following spells, requiring no material components:

At will: clairvoyance, crown of madness, major image, suggestion

1/day each: confusion, mass suggestion

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