Medium aberration, Any alignment
| Armor Class | 14 |
|---|---|
| Hit Points | 65 (10d8 + 20) |
| Speed | 30 ft., fly 30 ft. |
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 12 (+1) | 18 (+4) | 14 (+2) | 11 (+0) | 13 (+1) | 15 (+2) |
| Saving Throws | — |
|---|---|
| Skills | Perception +3, Stealth +6 |
| Damage Vulnerabilities | — |
| Damage Resistances | psychic |
| Damage Immunities | — |
| Condition Immunities | charmed; frightened |
| Senses | darkvision 120 ft., passive Perception 13 |
| Languages | Common, telepathy 60 ft. |
| Challenge | 4 |
While in sunlight, Ontharyx has disadvantage on attack rolls.
Ontharyx makes two Unarmed Strike or Nightmare Blast attacks.
Melee Attack Roll: +6 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) bludgeoning damage plus 10 (3d6) psychic damage.
Ranged Attack Roll: +6 to hit, range 60 ft., one creature. Hit: 7 (2d6) psychic damage, and the target must succeed on a DC 12 Wisdom saving throw or have the frightened condition until the start of Ontharyx's next turn.
Immediately after taking damage, Ontharyx flies up to its speed. This movement doesn't provoke opportunity attacks.