Huge aberration, Chaotic Evil
| Armor Class | 15 |
|---|---|
| Hit Points | 304 (21d12 + 168) |
| Speed | 40 ft., fly 40 ft. (hover) |
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 24 (+7) | 13 (+1) | 26 (+8) | 27 (+8) | 22 (+6) | 25 (+7) |
| Saving Throws | Cha +14, Con +15, Int +15, Wis +13 |
|---|---|
| Skills | Arcana +22, Perception +13 |
| Damage Vulnerabilities | — |
| Damage Resistances | acid; force; necrotic; psychic |
| Damage Immunities | — |
| Condition Immunities | charmed; exhaustion; frightened |
| Senses | Truesight 120 ft., passive Perception 23 |
| Languages | all; telepathy 120 ft. |
| Challenge | 21 |
If destroyed, the emissary revives with all its Hit Points in 1 day in the space of a Gibbering Mouther that was within 300 feet of the emissary when the emissary was destroyed; that mouther is destroyed.
If the emissary fails a saving throw, it can choose to succeed instead.
The emissary makes two attacks, using Lashing Maw or Coagulated Nodule in any combination. It can replace one attack with Unearthly Bile if available.
Melee Attack Roll: +14, reach 15 ft. Hit: 33 (4d12 + 7) Piercing damage plus 18 (4d8) Acid damage.
Ranged Attack Roll: +15, range 120 ft. Hit: 44 (8d8 + 8) Acid damage.
dex DC 23, each creature in a 30-foot-radius Sphere [Area of Effect] centered on a point the emissary can see within 120 feet. Failure: 54 (12d8) Acid damage, and a Gibbering Mouther appears in an unoccupied space within 30 feet of the target. The mouthers take their turn immediately after the emissary on the same Initiative count. Each mouther fights until destroyed. Success: Half damage only.
cha DC 23, up to two creatures the emissary can see within 30 feet. Failure: The target has the Paralyzed condition until the end of its next turn. Success or Failure: The emissary can't take this action again until the start of its next turn.
The emissary can teleport up to 30 feet to an unoccupied space it can see, and it makes one Lashing Maw attack.
Huge aberration, Unaligned
| Armor Class | 15 (natural armor) |
|---|---|
| Hit Points | 290 (20d12 + 160) |
| Speed | 40 ft., fly 40 ft. (hover) |
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 24 (+7) | 13 (+1) | 26 (+8) | 27 (+8) | 22 (+6) | 25 (+7) |
| Saving Throws | Cha +14, Con +15, Int +15, Wis +13 |
|---|---|
| Skills | Arcana +22, Perception +13 |
| Damage Vulnerabilities | — |
| Damage Resistances | acid; force; necrotic; psychic |
| Damage Immunities | — |
| Condition Immunities | charmed; frightened |
| Senses | truesight 120 ft., passive Perception 23 |
| Languages | all, telepathy 1,000 ft. |
| Challenge | 21 |
If the emissary fails a saving throw, it can choose to succeed instead.
The emissary doesn't require air, food, drink, or sleep.
The emissary makes three attacks.
Melee Attack Roll: +14 to hit, reach 15 ft., one target. Hit: 20 (2d10 + 7) piercing damage plus 13 (3d8) acid damage.
Ranged Spell Attack Roll: +15 to hit, range 120 ft., one creature. Hit: 27 (3d12 + 8) psychic damage.
The emissary expels bile that splashes all creatures in a 30-foot-radius sphere centered on a point within 120 feet of the emissary. Each creature in that area must make a DC 23 Dexterity saving throw, taking 55 (10d10) acid damage on a failed save, or half as much damage on a successful one. For each creature that fails the saving throw, a gibbering mouther (see its entry in the Monster Manual) appears in an unoccupied space on a surface that can support it within 30 feet of that creature. The gibbering mouthers act right after the emissary on the same initiative count, gaining a +7 bonus to their attack and damage rolls, and fighting until they are destroyed. They disappear when the emissary dies.
The emissary teleports up to 30 feet to an unoccupied space it can see and makes one attack.
The emissary causes the ground in a 20-foot square that it can see within 90 feet of it to turn into teeth and maws until the start of its next turn. The area becomes difficult terrain for the duration. Any creature takes 10 (3d6) piercing damage for each 5 feet it moves on this terrain.
The emissary unleashes a psychic wave. Each creature within 30 feet of the emissary must succeed on a DC 23 Wisdom saving throw or take 32 (5d12) psychic damage. In addition, every spell ends on creatures and objects of the emissary's choice in that area.