b'Living Nebula \n'b'  Gargantuan   ooze ,  chaotic neutral  \n'b'  Armor Class  15  Hit Points  218 (15d20+60)  Speed  0 ft., fly 100 ft. (hover)\n'b' STATS STR: 5 (-3) DEX:  20 (+5)  CON:  18 (+4)  INT:  10 (+0)  WIS:  18 (+4)  CHA:  18 (+4)  \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b'  Skills   Acrobatics  +10,  Perception  +9,  Survival  +9  Damage Resistances  non-magical damage  Damage Immunities  cold, fire, poison  Condition Immunities   blinded ,  deafened ,  exhaustion ,  grappled , poison,  poisoned   Senses  blindsight 120 ft.,  darkvision  120 ft.; passive  Perception  19  Languages  telepathy 300 ft. \n'b' Challenge 15 (13,000 XP) \n'b' SPECIAL TRAITS \n'b'\n'b'  Alien Mind . The living nebula\xe2\x80\x99s mind is vastly different from the corporeal bodies of most sentient races. The first time a creature makes mental contact (magic or psionics) with a living nebula, it must succeed at a DC 15  Wisdom  save or suffer the effects of a  confusion  spell for 1d4 rounds. On a successful save, the creature suffers disadvantage on all checks until the end of their next turn. This effect can occur whether the living nebula initiates mental contact (via telepathy) or another creature attempts to do so (such as via  detect thoughts  or  dominate monster ). Once a creature is exposed to a specific living nebula\xe2\x80\x99s alien mind, it is immune to this effect from all living nebulas for 24 hours. \n'b'  Fiery Aura . At the start of each of the living nebula\xe2\x80\x99s turns, each creature within 30 ft. of it must make a DC 15  Constitution  saving throw, taking 22 (5d8) fire damage on a failed save, or half as much damage on a successful one. This ignites flammable objects in the area that aren\xe2\x80\x99t being worn or carried. \n'b'  Gaseous . A living nebula has a body composed of stardust. It can pass through small holes or narrow openings, even mere cracks, but cannot enter water or other liquid. It has no solid body and cannot manipulate objects as a result. The living nebula can enter and occupy the space of another creature. It has advantage on  Strength ,  Dexterity , and  Constitution  saving throws. The living nebula can\xe2\x80\x99t fall and remains hovering in the air even when  stunned  or otherwise  incapacitated . \n'b'  Innate Spellcasting (Psionics) . The living nebula\xe2\x80\x99s spellcasting ability is  Charisma  (spell save DC 19). It can innately cast the following spells, requiring no components.\n'b'\n'b'\n'b'  At will :  blur ,  mage hand  (the hand is  invisible ),  major image  \n'b'  3/Day each :  greater invisibility ,  hallucinatory terrain  \n'b'  1/Day each :  programmed illusion ,  telekinesis  \n'b'\n'b'  Magic Resistance . The living nebula has advantage on saving throws against spells and other magical effects. \n'b'  Starflight . A living nebula can survive in the void of outer space. It flies through space at incredible speeds. Although exact travel times vary, a trip within a single solar system normally takes 3d20 months, while a trip beyond normally takes 3d20 years. \n'b'\n'b' ACTIONS \n'b'\n'b'  Enveloping Cloud . A living nebula can enter other creatures\xe2\x80\x99 spaces. Whenever the living nebula enters a creature\xe2\x80\x99s space, the creature must make a DC 18  Dexterity  saving throw. On a successful save, the creature can choose to be pushed 5 feet away from the living nebula. A creature that chooses not to be pushed suffers the consequences of a failed saving throw. On a failed save, the living nebula shares the creature\xe2\x80\x99s space, and the creature takes 44 (10d8) fire damage and is engulfed. The engulfed creature is  blinded  and takes 44 (10d8) fire damage at the start of each of the living nebula\xe2\x80\x99s turns, or half of that with a successful DC 18  Constitution  saving throw. \n'b'\n'b' ABOUT \n'b' Living nebulas are fragments of awakened cosmic consciousness that have coalesced over long centuries and have drawn accretions of dust and gas into themselves to surround their living  spark , infusing the dust with their awareness like plankton floating on the eddies of the interstellar ocean. They frequently inhabit nebulas but also rove the spaceways, with an uncanny ability to sense the presence of starships and trail along behind them absorbing waste energies from their engines. These composite creatures are playful, with an almost childlike immaturity and a curiosity about travelers in the void combined with an alien lack of awareness about the repercussions of their  actions . Most instances of their \xe2\x80\x9cattacks\xe2\x80\x9d against space travellers are more a result of them getting too close to the objects of their interest and unintentionally damaging creatures or their vessels, or playful illusory pranks created in a misguided effort to communicate with travellers or get them to chase, play tag, or other juvenile forms of recreation.'