Small aberration, Chaotic Evil
| Armor Class | 19 |
|---|---|
| Hit Points | 241 (21d8 + 147) |
| Speed | 40 ft., fly 40 ft. (hover) |
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 21 (+5) | 18 (+4) | 24 (+7) | 25 (+7) | 20 (+5) | 23 (+6) |
| Saving Throws | Cha +12, Int +13, Wis +11 |
|---|---|
| Skills | Arcana +19, Deception +18, Perception +11 |
| Damage Vulnerabilities | — |
| Damage Resistances | acid; force; necrotic; psychic |
| Damage Immunities | — |
| Condition Immunities | charmed; exhaustion; frightened |
| Senses | Truesight 120 ft., passive Perception 21 |
| Languages | all; telepathy 120 ft. |
| Challenge | 19 |
If the emissary fails a saving throw, it can choose to succeed instead.
The emissary makes three attacks, using Lashing Maw or Invert Flesh in any combination.
Melee Attack Roll: +11, reach 15 ft. Hit: 16 (2d10 + 5) Piercing damage plus 13 (3d8) Acid damage.
con DC 21, one creature the emissary can see within 120 feet. Failure: 29 (4d10 + 7) Force damage.
The emissary teleports up to 30 feet to an unoccupied space it can see and makes one Lashing Maw attack.
The emissary uses Invert Flesh.
con DC 21, one creature the emissary can see within 30 feet. Failure: 27 (6d8) Force damage, and the target has the Stunned condition until the start of its next turn. Success or Failure: The emissary can't take this action again until the start of its next turn.
Medium aberration, Unaligned
| Armor Class | 19 (natural armor) |
|---|---|
| Hit Points | 241 (21d8 + 147) |
| Speed | 40 ft., fly 40 ft. (hover) |
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 21 (+5) | 18 (+4) | 24 (+7) | 25 (+7) | 20 (+5) | 23 (+6) |
| Saving Throws | Cha +12, Int +13, Wis +11 |
|---|---|
| Skills | Arcana +19, Deception +18, Perception +11 |
| Damage Vulnerabilities | — |
| Damage Resistances | acid; force; necrotic; psychic |
| Damage Immunities | — |
| Condition Immunities | charmed; frightened |
| Senses | truesight 120 ft., passive Perception 21 |
| Languages | all, telepathy 1,000 ft. |
| Challenge | 19 |
When the emissary drops to 0 hit points, its body melts away. A greater star spawn emissary instantly appears in an unoccupied space within 60 feet of where the lesser emissary disappeared. The greater emissary uses the lesser emissary's initiative count.
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: +11 to hit, reach 15 ft., one target. Hit: 16 (2d10 + 5) piercing damage plus 13 (3d8) acid damage.
Ranged Spell Attack Roll: +13 to hit, range 120 ft., one creature. Hit: 18 (2d10 + 7) psychic damage.
The emissary polymorphs into a Small or Medium creature of its choice or back into its true form. Its statistics, other than its size, are the same in each form. Any equipment it is wearing or carrying isn't transformed.
The emissary makes a Psychic Orb attack.
The emissary teleports to an unoccupied space it can see within 30 feet of it and can make a Lashing Maw attack.
The emissary targets a creature it can see within 30 feet of it and psychically lashes at that creature's mind. The target must succeed on a DC 21 Wisdom saving throw or take 36 (8d8) psychic damage and be stunned until the start of its next turn.