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Nihiloor following spells, requiring no components:

At will: detect thoughts, levitate


Medium Aberration, Lawful Evil
1/day each: dominate monster, plane shift (self only)
Armor Class 16 (Survival Mantle) Magic Resistance. Nihiloor has advantage on saving throws
Hit Points 71(13d8+13) against spells and other magical effects.
Speed 30ft.
Actions
STR DEX CON INT WIS CHA
11 (+0) 12 (+1) 12 (+1) 19 (+4) 17 (+3) 17 (+3) Tentacles. Melee Weapon Attack: +7 to hit, reach 5ft., one
creature. Hit: 15 (2d10 + 4) psychic damage. If the creature is
Medium or smaller, it is grappled (escape DC 15), and must
Saving Throws Int +7, Wis +6, Cha +6
succeed on a DC 15 Intelligence Saving Throw or be stunned
Skills Arcana +7, Deception +6, Insight +6, Perception +6,
until this grapple ends.
Persuasion +6, Stealth +4
Senses darkvision 120 ft., passive Perception 16 Extract Brain. Melee Weapon Attack: +7 to hit, reach 5ft., one
Languages Deep Speech, Undercommon, telepathy 120 ft. incapacitated humanoid grappled by Nihiloor. Hit: the target
Challenge 7 (2,900 XP) takes 55 (10d10) piercing damage. If this damage reduces the
target to 0 hit points, Nihiloor kills the target by extracting and
Survival Mantle. Half plate armor that cannot be worn with devouring it’s brain.
other armors. It has the additional property of allowing the
wearer to breathe in any environment (including in a vacuum) Mind Blast (Recharge 5-6). Nihiloor magically emits psychic
and give the wearer advantage on saving throws against energy in a 60-foot cone. Each creature in that area must
harmful gases. succeed on a DC 15 Intelligence saving throw or take 22 (4d8 +
4) psychic damage and be stunned for 1 minute. A creature can
Innate Spellcasting (Psionics). Nihiloors innate spellcasting repeat the saving throw at the end of each of its turns, ending
ability is Intelligence (spell save DC 15). It can innately cast the the effect on itself on a success.

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