b'Dykath \n'b'\n'b'  Huge   aberration ,  chaotic evil  \n'b'  Armor Class  20 (natural armor)  Hit Points  171 (18d12 + 54)  Speed  50 ft., climb 20 ft.\n'b' STATS STR: 22 (+6) DEX:  19 (+4)  CON:  17 (+3)  INT:  22 (+6)  WIS:  18 (+4)  CHA:  22 (+6)  \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'     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) \n'b' Special Traits \n'b'   Amorphous . A dykath can move through a space as narrow as 2 inches wide without squeezing. \n'b'  Innate Spellcasting . A dykath\xe2\x80\x99s innate spellcasting ability is  Intelligence  (spell save DC 18). It can innately cast the following spells, requiring no components:\n'b'\n'b'   At will :  detect thoughts  \n'b'  3/day each : charm monster,  dispel magic ,  dominate person ,  dream ,  suggestion  \n'b'  1/day each : compulsion,  confusion ,  feeblemind ,  major image ,  modify memory ,  mirage arcane ,  phantasmal killer ,  plane shift  (self only, can\xe2\x80\x99t use) \n'b'\n'b'  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\xc2\xa0dykath\xe2\x80\x99s fear aura again for 24 hours. \n'b'  Immutable Form . A dykath is immune to any spell or effect that would alter its form. \n'b'  Magic Resistance . A dykath has advantage on saving throws against spells and other magical effects. \n'b'  Magic Weapons . A dykath\xe2\x80\x99s weapon attacks are magical. \n'b'  Nightmare Slave . A dykath targets a living creature  frightened  by its fear aura within 30 feet of it. As a bonus action,\xc2\xa0a 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. \n'b'  No Breath . A dykath does not need to breathe. \n'b'  Wind Walk . As a bonus action,\xc2\xa0a dykath transforms into a  gaseous form  as if he had cast  wind walk . It can end this effect and solidify as a bonus action. \n'b'  Actions \n'b'   Multiattack . A dykath makes two claw attacks and two tentacle attacks. \n'b'  Claw .  Melee Weapon Attack : +10 to hit, reach 10 ft., one target.  Hit : 15 (2d8 + 6) piercing damage. \n'b'  Tentacle .  Melee Weapon Attack : +10 to hit, reach 10 ft., one target.  Hit : 13 (2d6 + 6) bludgeoning damage. If\xc2\xa0a dykath hits a target with two tentacle attacks on the same turn, it does an additional 14 (4d6) bludgeoning damage.'