Medium aberration, chaotic evil
- Armor Class
- 15 (natural armor)
- Hit Points
- 102 (12d8 + 48)
- Speed
- fly 60 ft. (hover), 40 ft., canHover true ft.
- Challenge
- 6 (2,300 XP)
- Saving Throws
- Cha +2, Dex +5, Wis +4
- Skills
- Perception +4
- Damage Immunities
- psychic
- Condition Immunities
- blinded
- Senses
- blindsight 30 ft., tremorsense 60 ft., passive Perception 14
- Languages
- telepathy 120 ft., understands Deep Speech but can't speak
Traits
The emissary has advantage on saving throws against spells and other magical effects.
Actions
The emissary makes three talons attacks.
Melee Weapon Attack: +6 to hit, reach 5 ft., one creature. Hit: 14 (2d10 + 3) slashing damage.
The emissary emits a dreadful yet alluring hum. Each creature within 20 feet of the emissary that can hear it and that isn't an aberration must succeed on a DC 14 Constitution saving throw or be charmed for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
A 15-foot-radius cloud of toxic crystalline spores extends out from the emissary. The spores spread around corners. Each creature in the area must succeed on a DC 14 Constitution saving throw or become poisoned. While poisoned in this way, a creature takes 11 (2d10) poison damage at the start of each of its turns. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.