Dark Witness
Medium aberration, chaotic evil
Armor Class
15 (natural armor)
Hit Points
45 (6d8 + 18)
Speed
0 ft., fly 30 ft. (hover)
STR
10 (+0)
DEX
14 (+2)
CON
16 (+3)
INT
7 (-2)
WIS
14 (+2)
CHA
10 (+0)
Condition Immunities
Prone
Senses
Darkvision 120 ft., Passive Perception 14
Skills
Perception +4
Languages
understands Common, Deep Speech, and Undercommon, but cannot speak
Challenge
4 (1,100 XP)
Actions
Bite. Melee Weapon Attack: +2 to hit, reach 5 ft., Hit: 5 (1d8) piercing damage.
Aberrant Gaze. The dark witness targets up to two creatures it can see within 120 ft. Eyes from two of its faces use one of the following effects on the target. The dark witness can use each effect only once per turn.
- Paralyzing Gaze. The target creature must succeed on a DC 14 Constitution saving throw or be paralyzed for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on a success.
- Fear Gaze. The target creature must succeed on a DC 14 Wisdom saving throw or be frightened of the dark witness for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on a success.
- Shocking Gaze. The target creature must succeed on a DC 14 Dexterity saving throw or take 28 (8d6) lightning damage on a failed save, or half as much on a successful one.
- Forceful Gaze. The target creature must succeed on a DC 14 Strength saving throw or be moved up to 30 ft. in any direction. The target is restrained by the gaze’s telekinetic grip until the start of the dark witness’s next turn or until the dark witness is incapacitated.
Reactions
Phase (3/day). If a dark witness fails a saving throw or check that would restrain, paralyze, or grapple it, it can use its reaction to briefly phase into an aberrant plane and repeat the saving throw.