Small aberration, chaotic evil

Armor Class 16 (mage armor)
Hit Points 66 (12d6+ 24)
Speed 5 ft., fly 60 ft.

12 (+1) 16 (+3) 15 (+2) 13 (+1) 16 (+3) 15 (+2)

Skills Perception +5, Stealth +5
Damage Immunities cold
Damage Resistances psychic
Condition Immunities poisoned
Senses darkvision 60 ft., passive Perception 15
Languages Aklo, telepathy, 100 ft.
Challenge 4 (1,100 XP)

Special Traits

  • All-Around Vision. The rhu-chalik sees in all directions at the same time.
  • Compression. The rhu-chalik can move through a space as narrow as 1 foot wide without squeezing.
  • Innate Spellcasting. The rhu-chalik�s innate spellcasting ability is Charisma (spell save DC 12). It can innately cast the following spells, requiring no material components:
    • At will: detect thoughts, invisibility, mage armor
    • 1/day: modify memory
  • No Breath. The rhu-chalik does not need to breathe.
  • Void Transmission. If the rhu-chalik reduces a creature�s Wisdom to 0 with its project terror ability, the rhu-chalik can take 10 minutes to copy and absorb the creature�s entire consciousness and send that consciousness through the void of space to its waiting masters. If the creature�s Wisdom damage is healed and the creature revived prior to the end of this process, this effect fails. If the creature�s Wisdom damage is healed after its consciousness is successfully transmitted, the creature awakes disoriented and suffers a level of exhaustion until completing a long rest. This effect otherwise doesn�t harm the target as the target�s consciousness isn�t eliminated, only duplicated and transmitted.


  • Multiattack. The rhu-chalik makes four tendril attacks.
  • Tendril. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) bludgeoning damage. In addition, the tendrils secrete an enzyme that inflicts excruciating pain. A creature hit by a tendril must make a DC 12 Constitution saving throw or become poisoned for 1 minute. A creature can attempt another Constitution save at the end of each of its turns, ending the effect on itself with a success. Creatures immune to the poisoned condition are immune to this ability.
  • Project Terror. The rhu-chalik harnesses the fears of any creature it has successfully used detect thoughts on within the last minute. This effect creates visions of that creature�s most terrible nightmares in the target�s mind; the target must make a DC 13 Wisdom saving throw or become frightened and also have their Wisdom score reduced by 1d4. The target falls unconscious if this reduces them to Wisdom 0. Otherwise, the reduction lasts until the target finishes a short or long rest.


A rhu-chalik, also called a void wanderer, is an alien entity that scouts through space on behalf of its conquering masters. In addition, this aberration also collects the memories of interesting creatures in the universe into a vast repository of knowledge that their masters use to slowly unravel all the secrets of existence. Thin tendrils trail from its misshapen ovoid body, while its underside holds a gray orb that resembles a bulging, lidless eye. A rhu-chalik is approximately 3 feet across and weighs only 30 pounds.

Silent Scouts. Rhu-chaliks serve their masters tirelessly and are as patient as they are long-lived. They rarely make an uncalculated move and seek only the most prized intellects to cast into the dark beyond for their masters� delectations. When exploring distant worlds, rhu-chaliks are not social beings, and they avoid other rhuchaliks so their predations won�t cause too much overlap in the mind collections of their masters. However, back in their native space, rhuchaliks number in the billions, and the creatures feed off a countless number of disembodied minds.

Section 15: Copyright Notice

Mythos Monsters (5E) © 2020, Legendary Games; Authors Michael "solomani" Mifsud, Robert J. Grady, Mark Hart, Jeff Ibach, Alex Riggs, Scott D. Young, Jeff Lee, Matt Kimmel, and Jason Nelson.

This is not the complete section 15 entry - see the full license for this page