Chromatic Aberration (5e Creature)
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Medium aberration, chaotic neutral
Damage Immunities bludgeoning, piercing, and slashing from nonmagical attacks
Dissonance. The entity distorts into numerous tiny rapidly flashing colored versions of itself that twist and shred in front of your very eyes, in a way that over-stimulates lesser non-aberrant minds. Those who manage to break their gaze away will still be reeling with nausea and throbbing vision. If a creature looks at the entity, they must succeed on a DC 14 Constitution saving throw or be poisoned for 1 minute. A creature can repeat this saving throw at the start of each of its turns, becoming immune to this effect for 24 hours on a success.
Incorporeal Movement. The entity can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object.
Overstimulation. The entity inflicts damage by overloading the senses of one creature it can see within 30 feet of it, causing screeching high pitched whines, low rushing roars, and blinding and disorienting visual effects, inflicting crippling migraines and an unbearable static-like sensation in the body. The target must succeed on a DC 14 Constitution saving throw or take 20 (5d6) psychic damage.
Paralyze. The entity paralyzes one creature it can see within 30 feet of it. The target must succeed on a DC 14 Constitution saving throw or be paralyzed for 1 minute. Additionally, on a failed save, roll 1d6. On a 6, the target is afflicted with short term madness.
Shockwave. The entity emits a blast of energy in a 30-foot sphere, centred on itself. Each creature in that area must make a DC 14 Constitution saving throw, taking 10 (3d6) force damage on a failed save, or half as much damage on a successful one.
The chromatic aberration is an incorporeal, imperceptible entity, appearing in seemingly random locations, though more often found in clearings in deep forests.