AC16 (natural armor)
HP 255 (30d8+120; bloodied 127
Speed 30 ft., fly 30 ft.
Proficiency +6; Maneuver DC 18
Saving Throws Dex +10, Wis +9, Cha +10
Skills Athletics +9, Arcana +9 (+1d8), Deception +10 (+1d8), Insight +9, Perception +9, Persuasion +10 (+1d8), Religion +9 (+1d6)
Damage Resistances fire, psychic, radiant
Condition Immunities charmed , frightened
Senses darkvision 120 ft., passive Perception 19
Languages Abyssal, Celestial, Common, Infernal, telepathy 120 ft.
Detect Alignment. Nebradakk can detect the presence of creatures within 30 feet that have an alignment trait, and knows the alignment of such creatures.
Evil. Nebradakk radiates an Evil aura.
Magic Resistance. Nebradakk has advantage on saving throws against spells and magical effects.
Psionic Spellcasting. Nebradakk’s spellcasting ability is Intelligence (spell save DC 20; +12 to hit with spell attacks). It can innately cast the following spells, requiring no components:
At will: detect magic , detect thoughts , telekinesis
5/day each: alter self , charm person , inflict wounds , magic missile , misty step , suggestion
3/day each: counterspell , dimension door , harm , modify memory , phantasmal killer , see invisibility , vampiric touch
1/day each: disintegrate , dominate monster , feeblemind , legend lore , scry
ACTIONS
Brain Jab. Melee Weapon Attack: +10 to hit, reach 5 ft., one incapacitated creature with a brain and an Intelligence of 6 or higher. Hit: 6 (1d4+4) piercing damage, and the target becomes diseased with brain larvae. Once Nebradakk has used this attack successfully, it can’t use it again for 24 hours.
Claw. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 6 (1d4+4) slashing damage plus 10 (3d6) poison damage.
Chaos Pheromones. Nebradakk emits a cloud of pheromones in a 20-foot radius. The cloud spreads around corners. Each non-khalkoi creature in the area makes a DC 20 Intelligence saving throw , made with disadvantage if the creature is a celestial or fiend . On a failure, the creature can’t take reactions until the start of its next turn and rolls a d8 to determine what it does during its turn. On a 1 to 4, the creature does nothing. On a 5 or 6, the creature takes no action or bonus action and uses all its movement to move in a randomly determined direction. On a 7 or 8, the creature makes a melee attack against a randomly determined creature within its reach or does nothing if it can’t make such an attack.
Psionic Sting. Nebradakk targets a creature within 30 feet, forcing it to make a DC 20 Intelligence saving throw . On a failure, the target takes 28 (8d6) psychic damage and is stunned until the end of its next turn.
BONUS ACTIONS
Fast Jab. Nebradakk makes a Brain Jab attack.
REACTIONS
Telekinetic Shield. When Nebradakk is hit by an attack made by a creature that it can see or sense with its Detect Alignment trait, it can use its reaction to gain a +6 bonus to AC against the triggering attack.
LEGENDARY ACTIONS
Nebradakk can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. Nebradakk regains spent legendary actions at the start of its turn.
Punish. Nebradakk deals 5 points of damage to up to 5 creatures it can see within 100 feet, and it gains temporary hit points equal to the damage dealt. Each creature can make a DC 20 Charisma saving throw to resist this effect.
Blasting Sweep (Costs 2 Actions). Nebradakk makes a claw attack and Psionic Sting attack. These attacks cannot have the same target.
Impossible Power (Costs 3 Actions). Nebradakk innately casts a spell.
The ridged neck of this humanoid ends in a terrifying insectile head, its unblinking eyes reflecting back a world of blood red. Something more than its skeletal appearance and the wavering pincers in its mouth make it feel sinister to gaze upon, as though the very air around it is charged with malevolence.
Ritual Bound. Nebradakk’s connection to Elissar is through 5 ritual circles, each 10-feet in diameter. When a ritual circle is deactivated, Nebradakk’s hit point total is reduced by 50 and it makes a DC 20 Charisma saving throw or is stunned until the end of its next turn. A ritual circle can be deactivated with a casting of dispel magic ( spellcasting ability check DC 20), when it is dealt 30 necrotic or radiant damage, or when the stone it is inscribed upon is completely destroyed (AC 17, 40 hit points). The ritual circles can be targeted by spell attacks as if they were creatures. When a living creature is slain within 50 feet of a deactivated ritual circle, its soul is drawn into it and the ritual circle reactivates.
Aberrations are unnatural beings that don’t belong to this plane of existence. Many aberrations are telepathic and use a mental power known as psionic power instead of magic. An aboleth is an aberration.