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Dykath

Huge aberration, chaotic evil

Armor Class 20 (natural armor)
Hit Points 171 (18d12 + 54)
Speed 50 ft., climb 20 ft.

STR DEX CON INT WIS CHA
22 (+6) 19 (+4) 17 (+3) 22 (+6) 18 (+4) 22 (+6)

Saving Throws Constitution +7, Intelligence +10, Wisdom +8
Damage Resistances lightning; bludgeoning, piercing, and slashing from nonmagical attacks
Damage Immunities cold, poison
Condition Immunities blinded, charmed, exhaustion, frightened, poisoned, prone
Skills Athletics +10, Perception +8, Stealth +8
Senses Blindsight 90 ft. (blind beyond this radius), passive Perception 18
Languages Aklo (cannot speak), Telepathy 300 ft.
Challenge 12 (8,400 XP)

Special Traits

  • Amorphous. A dykath can move through a space as narrow as 2 inches wide without squeezing.
  • Innate Spellcasting. A dykath’s innate spellcasting ability is Intelligence (spell save DC 18). It can innately cast the following spells, requiring no components:
  • Fear Aura. A dykath emits a constant aura of fear in a 60-foot radius around him. A creature within this area of effect that can see Dykath must make a DC 14 Wisdom saving throw or become frightened for 1 minute. A creature can attempt a new save at the end of each of its turns, with success ending the effect on itself. Once a creature succeeds at this save, it cannot be affected by a dykath’s fear aura again for 24 hours.
  • Immutable Form. A dykath is immune to any spell or effect that would alter its form.
  • Magic Resistance. A dykath has advantage on saving throws against spells and other magical effects.
  • Magic Weapons. A dykath’s weapon attacks are magical.
  • Nightmare Slave. A dykath targets a living creature frightened by its fear aura within 30 feet of it. As a bonus action, a dykath can cast dominate person against the charmed creature. If the target fails its saving throw to resist this spell, it becomes permanently in thrall to a dykath. Dispel magic, wish, or similar magic can break this domination. Otherwise, the dominated creature can attempt a new saving throw following each long rest, ending the domination on itself with a success. If it fails three such consecutive saving throws, only dispel magic or similar spells can end the effect.
  • No Breath. A dykath does not need to breathe.
  • Wind Walk. As a bonus action, a dykath transforms into a gaseous form as if he had cast wind walk. It can end this effect and solidify as a bonus action.

Actions

  • Multiattack. A dykath makes two claw attacks and two tentacle attacks.
  • Claw. Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 15 (2d8 + 6) piercing damage.
  • Tentacle. Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 13 (2d6 + 6) bludgeoning damage. If a dykath hits a target with two tentacle attacks on the same turn, it does an additional 14 (4d6) bludgeoning damage.
Section 15: Copyright Notice

Aegis of Empires 3: When Comes the Moon (5E) © 2020, Legendary Games; Authors: Matthew Goodall and Greg A. Vaughan. Adapted by Mark Hart.