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