Large aberration, neutral evil

12 (+1) 19 (+5) 17 (+3) 11 (+0) 14 (+2) 10 (+0)

Armor Class 15
Hit Points 68 (8d10 + 24)
Speed 40 ft.
Saving Throws Dexterity +8, Wisdom +5
Damage Immunities cold, fire, force, lightning, necrotic, poison, psychic, radiant, thunder
Condition Immunities blinded, charmed, deafened, exhaustion, frightened, prone, restrained, unconscious
Senses passive Perception 11
Languages Sylvan, telepathy (see below)
Challenge 5 (1,800 XP)

Special Traits

  • Liquid Light. The lifeblood of the aetherai is a magical form of liquid light. When they have their eyes open, they project bright light for 120 feet in a cone in the direction they are looking and dim light beyond that for another 120 feet.
  • Magic Absorption. Aetherai are immune to all magical attacks and subsist by consuming the magical auras of permanent magic items. When targeted by a spell, the aetherai regains 1d6 hit points per spell level of the spell cast. Note that they can still be affected by physical items created by a spell, such as a stone wall.
  • Neural Network. Aetherai within 5 miles of each other can communicate telepathically, as well as tell the amount and location of any aetherai within that distance.


  • Multiattack. The aetherai makes 2 claw attacks.
  • Floodlight. If the aetherai opens up its eyes and concentrates, its entire brain glows with intense light. All creatures within a 60-foot cone of where it is looking must make a DC 15 Constitution saving throw or become blinded. An affected creature can repeat the saving throw at the end of the round, ending the effect on a success.
  • Claws. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 18 (2d12 + 5) slashing damage.


  • Burst. When struck by a critical hit, the aetherai can cause one of its joints to burst, causing it to temporarily lose a limb and negate all damage. It can use a bonus action on a subsequent turn to reattach the limb.


Aetherai attack in small groups, trying to steal any magic items that a group possesses and then immediately fleeing. As they’re immune to almost all magic, the first time dealing with the aetherai can be very challenging. However, they don’t press the advantage and instead leave as soon as they have what they come for. A GM can use aetherai attacks to relieve a party of a magical item that has proven too powerful or otherwise unbalancing to the game.


These creatures are made from ropey plant tendrils and unusual fungal growths. They resemble wolf-like humanoids that normally bound forward on both hands and feet. Their ears are strangely Elven-shaped, however. An outer coating of thick waxy leaves protects their bodies and they have heavy leaf-like eyelids that almost always obscure their eyes.

Upon all of the leaves are strange runes. Their interior bodies glow with bright light and when they do raise their eyelids it comes bursting forth, bringing light into darkness. Their arms and legs end in curved claws that despite their wood-like appearance are deadly sharp.

Section 15: Copyright Notice

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