Mashadar Gargantuan Aberration, chaotic evil Armor Class 12

12 Hit Points 200

200 Speed 30 ft. flying STR DEX CON INT WIS CHA 30 (+10) 30 (+10) 30 (+10) 3 (-4) 3 (-4) 3 (-4) Condition Immunities Aroused, Blinded, Charmed, Deafened, Fatigued, Frightened, Grappled, Incapacitated, Paralyzed, Petrified, Poisoned, Prone, Restrained, Stunned, Unconscious

Aroused, Blinded, Charmed, Deafened, Fatigued, Frightened, Grappled, Incapacitated, Paralyzed, Petrified, Poisoned, Prone, Restrained, Stunned, Unconscious Damage Immunities Acid, Nonmagical Bludgeoning, Piercing, or Slashing, Necrotic, Poison

Acid, Nonmagical Bludgeoning, Piercing, or Slashing, Necrotic, Poison Damage Resistances Psychic, Magical Bludgeoning, Piercing, and Slashing

Psychic, Magical Bludgeoning, Piercing, and Slashing Damage Vulnerabilities Fire, Radiant

Fire, Radiant Senses Blindsight 10 ft, passive Perception 10

Blindsight 10 ft, passive Perception 10 Languages None

None Challenge ? Sunlight Weakness While in sunlight, Mashadar has disadvantage on Attack rolls, Ability Checks, and saving throws.

Mists of Death Mashadar can change the damage type of any ability, attack, or spell to necrotic at will.

Amorphous Mashadar can move through a space as narrow as 1 inch wide without squeezing.

Arcane Instinct Mashadar instinctively and viciously targets magic users, immediately perceiving the location of a creature who casts a spell within 120 ft, but flees from radiant damage. Radiant damage causes Mashadar to retreat 60 ft. from the caster or source for 1 round.

Malevolent Purpose Mashadar was born of Aridhol's fervent hatred of evil, an obsession that corrupted and warped the people into evil incarnate. It can sense where creatures of evil alignment are, automatically succeeding on ability checks to find them.

Actions Questing Tendrils. Mashadar makes 3 melee attacks and one grapple attempt. Melee Weapon Attack: +10 to hit, reach 5ft., one target.(3d8 + 10 acid) Aberrant Grasp (recharges 5-6) Mashadar casts Feeblemind on a Grappled foe. The target takes 4d6 psychic damage and must make an Intelligence saving throw(DC 15). On a failed save, the creature's Intelligence and Charisma scores become 1. The creature can't cast Spells, activate Magic Items, understand Language, or communicate in any intelligible way. The creature can, however, identify its friends, follow them, and even protect them. At the end of every 30 days, the creature can repeat its saving throw against this spell. If it succeeds on its saving throw, the spell ends. The spell can also be ended by Greater Restoration, Heal, or Wish.

Choking Mists (recharges 5-6) Mashadar casts Cloudkill, creating a 20-foot-radius Sphere of dense, burning, silvery white fog centered on a point you choose within range. The fog spreads around corners. It lasts for the Duration or until strong wind disperses the fog, ending the spell. Its area is heavily obscured. When a creature enters the spell's area for the first time on a turn or starts its turn there, that creature must make a Constitution saving throw. (DC 15)The creature takes 5d8 poison damage on a failed save, or half as much damage on a successful one. Creatures are affected even if they hold their breath or don't need to breathe. The fog moves 10 feet away from the source at the start of each of your turns, rolling along the surface of the ground. The vapors, being heavier than air, sink to the lowest level of the land, even pouring down openings.

Seething Strike As a reaction, in response to being targeted by a spell, Mashadar can Dash up to 60 ft. and make 1 melee attack against the caster. If the spell inflicted radiant damage, Mashadar instead must use this movement to retreat from the caster or source for 1 round.

Legendary Actions (3 per round, must be after another creature's turn)

Mashadar makes 1 melee attack, one grapple attempt, or expands 10 ft in all directions, temporarily inflicting the Blindness condition on creatures while they are engulfed in the fog. Lair Actions Shadow Spawn (on Initiative Count 20) Mashadar can spontaneously spawn from areas of dim light or darkness. 1d4 tendrils of mist sprout from an area of dim light or darkness anwhere within the ruins of Aridhol. Each tendril adds 10 Hit Points to Mashadar's current total.