Quelaunt

Large aberration, chaotic evil

Armor Class

17 (natural armor)

Hit Points

225 (18d10 + 126)

Speed

40 ft.

STR

20 (+5)

DEX

18 (+4)

CON

24 (+7)

INT

10 (+0)

WIS

18 (+4)

CHA

23 (+6)

Damage Immunities

cold, necrotic, poison, psychic

Damage Resistances

bludgeoning, piercing, and slashing from nonmagical weapons

Damage Vulnerabilities

radiant

Condition Immunities

exhaustion, frightened, paralyzed, petrified, poisoned

Senses

darkvision 300 ft., passive Perception 19

Saving Throws

Cha +11, Dex +9, Wis +9

Skills

Arcana +5, Perception +9, Stealth +9

Languages

Deep Speech, telepathy 120 ft.

Challenge

15 (13000 XP)

Interdimensional Movement. A quelaunt can innately cast misty step as a bonus action once per round.

Alien Mind. The quelaunt’s thoughts are unreadable, and any creature attempting to mentally interact with it must make a DC 17 Intelligence saving throw or take 10 (2d6 + 3) psychic damage.

Aura of Fear. The quelaunt mentally assaults the mind of all hostile creatures it can see, filling their heads with insane mutterings and preying upon their fears and negative emotions. If a creature starts its turn within 20 ft. of the quelaunt, it must make a DC 17 Wisdom saving throw or be frightened for 1 minute. The target may repeat the saving throw at the end of each of its turns, ending the effect on a success. Creatures who succeed on the saving throw are immune to this effect for 24 hours.

Legendary Resistance (2/day). If the quelaunt fails a saving throw, it can choose to succeed instead.

Innate Spellcasting. The quelaunt’s innate spellcasting ability is Charisma (spell save DC 19, +11 to hit with spell attacks). It can innately cast the following spells, requiring no components:

  • At will: misty step

  • 1/day each: fear, fly, sleep (cast at 5th level)

Actions

Multiattack. The quelaunt makes three claw attacks.

Claw. Melee Weapon Attack. +10 to hit, reach 10 ft., one target. Hit: 18 (2d12 + 5) slashing damage plus 13 (3d8) necrotic damage.

Maddening Whispers. The quelaunt telepathically assaults a target it can see within 60 ft. The target must succeed on a DC 17 Wisdom saving throw or suffer 33 (6d10) psychic damage and be stunned until the end of the target’s next turn.

Reactions

Mist Form. Upon taking damage from an attack, the quelaunt’s body partially dissolves into smoke and mist before reforming again. The quelaunt gains resistance to all damage from the triggering attack.

large
aberration
cr15
homebrew