Lornest-Fluke (5e Creature)

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Lornest-Fluke[edit]

Gargantuan aberration, chaotic evil


Armor Class 15 (natural armor)
Hit Points 189 (14d20 + 42)
Speed 10 ft., swim 50 ft.


STR DEX CON INT WIS CHA
18 (+4) 8 (-1) 17 (+3) 20 (+5) 24 (+7) 13 (+1)

Saving Throws Con +7, Cha +5
Skills History +9
Proficiency Bonus +4
Damage Immunities psychic
Condition Immunities frightened
Senses blindsight 60 ft., darkvision 120 ft., passive Perception 17
Languages Correspondence, Deep Speech, telepathy 60 ft.
Challenge 11 (7,200 XP)


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 11 (2d10) 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:

At will: detect thoughts, power word stun
3/day each: antilife shell, dominate monster
1/day: weird

Spines. A creature which touches the lornest-fluke must make a DC 18 Dexterity saving throw, taking 14 (4d6) piercing damage plus 11 (2d10) psychic damage on a failed save, or half as much damage on a success.

ACTIONS

Ram. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 22 (4d8 + 4) bludgeoning damage.

Terrific Revelation (Recharge 4-6). Each creature within 90 feet of the lornest-fluke which can hear it must make a DC 18 Wisdom saving throw, taking 22 (4d10) psychic damage and becoming stunned on a failed save, or taking half as much damage on a success. A creature stunned this way remakes the saving throw at the end of each of its turns, taking 11 (2d10) psychic damage on a failed save or ending the effect on itself on a success.


A lornest-fluke is a lorn-fluke which has been driven even further in to madness with grief and isolation. They no longer seek destruction, and instead submerse themselves on the lightless ocean floor or in vast, still lakes in the Underdark. They glow violant, the color of necessary but troublesome connections and of blood shed in a spired place; through this light, they project their own unbearable memories.

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