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.

large
aberration
cr7
homebrew