Medium aberration, neutral
- Armor Class
- 20 (natural armor)
- Hit Points
- 200 (16d8 + 128)
- Speed
- fly 30 ft. (hover), 30 ft., canHover true ft.
- Challenge
- 16 (15,000 XP)
- Saving Throws
- Cha +9, Con +13, Int +6, Wis +7
- Damage Immunities
- acid; fire; poison
- Condition Immunities
- blinded; charmed; deafened; exhaustion; frightened; petrified; poisoned
- Senses
- blindsight 120 ft. (blind beyond this radius), passive Perception 12
- Languages
- see Disembodied Voice below
Traits
Up to three times in its life, the zodar can cause a message of up to twenty-five words to issue from the air around it. It speaks only when it has something profoundly important to say, and the message can be understood by any creature that has an Intelligence score of 2 or higher.
If the zodar fails a saving throw, it can choose to succeed instead.
The zodar can't be teleported or sent to any plane of existence against its will.
The zodar doesn't require air, food, drink, or sleep.
Actions
The zodar makes two Crushing Fist attacks. Before or after these attacks, the zodar uses Forced Teleport.
Melee Weapon Attack: +15 to hit, reach 5 ft., one target. Hit: 21 (2d10 + 10) force damage.
The zodar magically warps space around one creature it can see within 60 feet of itself. The target must make a DC 21 Constitution saving throw. On a failed save, the target takes 22 (4d10) force damage, and the zodar teleports it, along with any equipment it's wearing or carrying, up to 60 feet to an unoccupied space that the zodar can see and that can support the target. On a successful save, the target takes half as much damage and isn't teleported.
Spellcasting
The zodar casts the wish spell, requiring no spell components and using Charisma as the spellcasting ability (spell save DC 17). After casting this spell, the zodar turns to dust and is destroyed.