Huge aberration, lawful evil
- Armor Class
- 11 (natural armor)
- Hit Points
- 199 (21d12 + 63)
- Speed
- fly 30 ft. (hover), swim 10 ft., 10 ft., canHover true ft.
- Challenge
- 15 (13,000 XP)
- Saving Throws
- Int +11, Wis +10
- Skills
- Arcana +11, Insight +15, Persuasion +11, Intimidation +11
- Damage Resistances
- bludgeoning, piercing, slashing from nonmagical attacks
- Damage Immunities
- poison; psychic
- Condition Immunities
- exhaustion; grappled; paralyzed; petrified; poisoned; prone; restrained
- Senses
- blindsight 120 ft., passive Perception 15
- Languages
- Common, Deep Speech, telepathy 100 miles, Undercommon
Traits
The refraction is aware of creatures within 100 miles of it that have an Intelligence score of 4 or higher. It knows the distance and direction to each creature, as well as each one's Intelligence score, but can't sense anything else about it. A creature protected by a mind blank spell, a nondetection spell, or similar magic can't be perceived in this manner.
The refraction 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.
If the refraction fails a saving throw, it can choose to succeed instead.
The refraction has advantage on saving throws against spells and other magical effects.
Actions
The refraction makes two Dissonant Claw attacks.
Melee Weapon Attack: +11 to hit, reach 10 ft. or range 120 ft., one creature. Hit: 25 (3d12 + 6) psychic damage. If the target is a creature concentrating on a spell, its concentration is broken.
Creatures of the refraction's choice within 60 feet of it must succeed on a DC 19 Intelligence saving throw or take 33 (5d10 + 6) psychic damage and have the stunned condition for 1 minute. A stunned creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
The refraction teleports, along with any equipment it is wearing or carrying, up to 120 feet to an unoccupied place that it can see.
Legendary Actions
The refraction targets a creature within 120 feet of itself and disrupts its mental processes, causing the target to have disadvantage on all ability checks, attack rolls, and saving throws until the end of the target's next turn.
The refraction makes one Dissonant Claw attack.
Spellcasting
The refraction casts one of the following spells, requiring no spell components and using Intelligence as the spellcasting ability (spell save DC 19):