Chromatic Aberration (5e Creature)

From D&D Wiki

Jump to: navigation, search
Recycle.png This page was marked as abandoned on 19:32, 25 October 2020 (MDT) because: Issue(s) unaddressed for over a year. (discuss)

If you think you can improve this page please bring the page up to the level of other pages of its type, then remove this template. If this page is completely unusable as is and can't be improved upon based on the information given so far then replace this template with a {{delete}} template. If this page is not brought to playability within one year it will be proposed for deletion.

Edit this Page | All abandoned pages

Scales.png This page is of questionable balance. Reason: Hit points are incorrect, since it does not have a Constitution modifier and its size is Medium (or is the size supposed to be Small for the d6 hit dice? This needs correcting and then the CR recalculating if necessary.

You can help D&D Wiki by better balancing the mechanics of this page. When the mechanics have been changed so that this template is no longer applicable please remove this template. If you do not understand balance please leave comments on this page's talk page before making any edits.
Edit this Page | All pages needing balance

Chromatic Aberration[edit]

Medium aberration, chaotic neutral

Armor Class 15
Hit Points 82 (11d6 + 44)
Speed 0 ft., fly 30 ft. (hover)

1 (-5) 20 (+5) 10 (+0) 20 (+5) 10 (+0) 5 (-3)

Damage Immunities bludgeoning, piercing, and slashing from non-magical attacks
Condition Immunities blinded, charmed, deafened, exhaustion, frightened, grappled, paralyzed, petrified, poisoned, prone, restrained
Senses blindsight 90 ft., truesight 30 ft., passive Perception 15
Challenge 4 (500 XP)

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 Chromatic Aberration, they must make a DC 14 Constitution save, or be poisoned on a failure for 1 minute. A creature can retake this saving throw at the start 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. Attacks with 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 make a DC 14 Constitution saving throw or take 20 (5d6) Psychic damage.

Paralyze The entity paralyzes a single target. The target must make a DC 14 Constitution saving throw or be paralyzed for 1 minute. In addition, on a failed save, roll 1d6. On a 6, the target is afflicted with short term madness (See DMG Page 258).

Shockwave The entity emits a blast of energy that affects any creature within 30ft. Targets must make a DC 14 Constitution saving throw, upon failure the targets take 10 (3d6) Force damage. In addition, on a failed save, roll 1d6. On a 6, the target is afflicted with short term madness (See DMG Page 258).

The chromatic aberration is an incorporeal, imperceptible entity, appearing in seemingly random locations, though more often found in clearings in deep forests. Those who survived encounters with the Aberration and remained whole report finding large meteorites in the area it appeared.

Back to Main Page5e Homebrew5e Creatures

Home of user-generated,
homebrew pages!