Health: 210
Armor: 23
Saving Throw & Skill Check Modifier: 8
Attack To Hit: 4
Attack Damage: 3d10 + 43
Attacks Per Round: 2
Base Movement: Determined By DM (This includes flying, walking, swimming, and climbing)
Spellsave DC: 16
(A) The aberration releases a wave of psychic energy. Each creature within a 30-foot cone must make a Cognitive saving throw or take 69 psychic damage and be stunned.
(BA) The aberration attempts to dominate the mind of one creature it can see within 60 feet. The target must make a Cognitive saving throw or be charmed.
(BA) The aberration teleports up to 30 feet to an unoccupied space it can see, leaving behind a cloud of darkness. The area it leaves becomes heavily obscured until the start of its next turn.
(R) The aberration shifts into the Ethereal Plane until the start of its next turn, becoming invisible and intangible.
(BA) The aberration releases toxic spores in a 20-foot radius. Each creature in the area must make a Fortitude saving throw or take 51 poison damage and be poisoned.
(R) The aberration manipulates time around itself within 15 feet. All creatures within range must succeed on a Cognitive saving throw on failure the Aberration chooses the creature's initiative.
(P) On hit with an attack, the target has disadvantage on their next attack or saving throw.
(BA) The aberration’s touch inflicts a creature with otherworldly energy. The target must make a Fortitude saving throw or take 69 necrotic damage and is unable to regain hit points until the start of the aberration’s next turn.
(A) The monster releases a beam of eldritch energy. Make a ranged spell attack against a creature within range. On a hit, the target takes 69 force damage and is pushed back 10 feet.
(P) The monster has resistance to psychic damage and advantage on all saving throws.
(P) Creatures within 10 feet of the monster have disadvantage on Cognitive saving throws.
(P) Any creature that touches or hits the monster with 3 melee attack takes 20 necrotic damage.
Monsters can have up to 3 damage resistance or 1 immunity, and 1 vulnerability. Level 12 plus monsters can have up to 6 damage resistances and 1 invulnerability and 1 vulnerability. In addition, minions and bruisers can have immunity to 1 type of crowd control. In addition, they have +3 to 1 skill check and saving throw of your choice that fits the monster's narrative.
Each creature or monster has special abilities known as maneuvers to help them feel more unique in combat. Below is a list of the monster types. The maneuvers can be used in combat to spice things up.
Minions - 1 Maneuver
Bruiser - 2 Maneuver
Legendary - 3 Maneuver
In addition to your maneuver each creature has a ranged attack and melee attack dealing the same damage. Flavor the ranged attack as you see fit per your monster.
Minions - 30 Range
Bruiser - 120 Range
Legendary - 240 Range
Legendary Monsters have 3 unique abilities that make them legendary.
Legendary Resistance - They can automatically succeed on a roll of the DM's choice once per round.
Legendary Vengeance - This allows the legendary minion to attack or skill check once after each player's turn.
Legendary Movement - They are immune to crowd control.
Average:
Average length 3-4 rounds
Choose 1.
Challenging:
Average length 3-5 rounds
Choose 1.
Epic:
Average length 3-4 rounds
Choose 1.
These fights will all keep the battles engaging for players without dragging on. ๏ปฟ