Lornest-Fluke (5e Creature)
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Gargantuan aberration, chaotic evil
Saving Throws Constitution +9, Charisma +8
Amphibious. The lornest-fluke can breathe air and water.
Irrigo Core. If a creature attempts to target the lornest-fluke with any effect that would sense its emotions, read its thoughts, or inflict the charmed condition, that creature must successfully make a DC 17 Intelligence saving throw or take 10 (1d20) psychic damage and have the effect fail.
Innate Spellcasting. The lornest-fluke's innate spellcasting ability is Wisdom (spell save DC 19). The lornest-fluke can innately cast the following spells, requiring no material components:
Spines. A creature which touches the lornest-fluke makes a DC 18 Dexterity save, taking 14 (4d6) piercing damage on a failed save or half as much on a success.
Terrific Revelation (Recharge 4-6). Each creature within 90 feet of the lornest-fluke which can hear it takes 30 (2d20 + 19) psychic damage and makes a DC 18 Wisdom save, becoming stunned on a failed save. A creature stunned this way remakes the saving throw at the end of each of its turns, taking 15 (1d20 + 5) psychic damage on a failed save or ending the effect on itself on a success.
Ram. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 18 (4d8) bludgeoning damage.
Ancient beings hailing from the distant planet of Axile, flukes most closely resemble oversized sea urchins: mounds of thin, purple-black spines clustered around a central core. They are masters of the shapeling arts, the practice of twisting, fusing, and altering flesh by consuming the vital power of amber, and create servants for themselves from lesser creatures. They were brought from their home by promises of greater control over these arts, on the condition that they never love again; since then, many flukes have come to regret this decision and begun seeking their lost planet, although none have succeeded.