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Wish Eater
MEDIUM ABERRATION

A relative of the dream eater, the wish eater lives in wishing wells, abandoned temples, and anywhere large numbers of people regularly bring their hopes and longings. Despite its name, it doesn't truly eat wishes, instead uses the wishes as a lure for more solid fare.


Armor Class: 15

Initiative: +12 (22)

Hit Points: 75

Speed: 0 ft, fly 50ft (hover)

Challenge: 7 (XP -)
    MOD SAVE
STR 17 +3 +3
DEX 25 +7 +7
CON 14 +2 +2
    MOD SAVE
INT 13 +1 +1
WIS 19 +4 +4
CHA 26 +8 +8

Skills: -

Vulnerabilities: Aiming for the orbs requires a WIS save (DC 13) but the wish eater dies when all 5 are broken (a hit is a success).

Immunities: Psychic; Blinded, Charmed, Frightened, Grappled, Paralyzed, Petrified, Restrained

Senses: Blindsight, passive perception 13

Languages: Deep speech


Traits

Heartache. Each creature that starts its turn within 30 feet of the dream eater must make a DC 11 Wisdom saving throw. On a failed save, the creature is charmed by visions of its fondest wishes until the start of the creature's next turn. If a creature's saving throw is successful, the creature is immune to this wish eater's Heartache trait for the next 24 hours.

Incorporeal Movement. The wish eater can move through other creatures and objects as if they were difficult terrain. It takes 5 ( 1d10 ) force damage if it ends its turn inside an object.

Magic Resistance. The dream eater has advantage on saving throws against spells and other magical effects.


Actions

Multiattack. The dream eater makes two Ensnaring Shriek attacks.

Ensnaring Shriek. Melee or Ranged Spell Attack: +8 to hit, reach 15 ft. or range 60 ft., one target. Hit: 12 (2d6 + 5) psychic damage, and if the target is a Medium or smaller creature, the target must succeed on a DC 16 Charisma saving throw or be drawn up to 15 feet toward the wish eater.


Bonus Actions

Siphoning Hope. The wish eater targets one creature within 5 feet of itself. The target must succeed on a DC 16 Wisdom saving throw or be engulfed by the wish eater, as the wish eater envelops the creature in a stream of visions of its fondest desires.

When the wish eater engulfs a target, the wish eater enters its space, and the target immediately takes 1d6 psychic damage. An engulfed target is restrained and blinded, and it takes an additional 1d6 psychic damage at the start of each of the wish eater's turns. When the wish eater moves, the engulfed target moves with it.

The wish eater can have only one target engulfed at a time. An engulfed target escapes at the start of its turn by making a DC 12 Wisdom saving throw. On a successful save, the target escapes; the target is no longer engulfed, and it enters a space of its choice within 5 feet of the dream eater. A creature within 15 feet of the wish eater also can use its action to attempt to free an engulfed target. Doing so requires the creature to use its action to make a DC 16 Charisma (Persuasion) check to convince the engulfed target the vision isn't real, with the target escaping on a success. The creature making the check takes 1d6 psychic damage, regardless of the check's success or failure.


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