Flatwoods Monster
Large aberration, lawful evil
Armor Class
17 (natural armor)
Hit Points
170 (20d10 + 60)
Speed
30 ft., fly 40 ft. (hover)
STR
10 (+0)
DEX
20 (+5)
CON
16 (+3)
INT
18 (+4)
WIS
11 (+0)
CHA
17 (+3)
Damage Resistances
psychic; bludgeoning, piercing, and slashing from nonmagical attacks
Condition Immunities
charmed, frightened
Senses
blindsight 60 ft., darkvision 120 ft., passive Perception 13
Saving Throws
Con +6, Int +7
Skills
Investigation +7, Perception +3, Stealth +8
Languages
Deep Speech
Challenge
7 (2,900 XP)
Keen Sight. The Flatwoods Monster has advantage on Wisdom (Perception) checks that rely on sight.
Alien Mind. The Flatwoods Monster’s thoughts are unreadable, and any creature attempting to mentally interact with it must make a DC 15 Intelligence saving throw or take 10 (2d6 + 3) psychic damage.
Actions
Multiattack. The Flatwoods Monster makes two claw and one eye ray attack, or two eye ray attacks.
Claws. Melee weapon attack, +8 to hit, reach 5 ft., one target. Hit: 18 (2d10 + 7) piercing damage, plus 7 (2d6) poison damage.
Eye Ray. Ranged weapon attack, +8 to hit, reach 30 ft., one target. Hit: 25 (5d8 + 3) radiant damage.
Shriek (Recharge 5-6). All other creatures within 30 feet of the Flatwoods Monster that can hear it must make a DC 15 Wisdom saving throw, becoming frightened on a failure. At the end of each of its turns, a creature frightened in this way can repeat this saving throw, ending the effect on a success.