b'Xhkarsh \n'b'  Large   aberration ,  neutral evil  \n'b'  Armor Class  18 (natural armor)  Hit Points  171 (18d10 + 72)  Speed  50 ft., climb 30 ft.\n'b' STATS STR: 17 (+3) DEX:  19 (+4)  CON:  18 (+4)  INT:  15 (+2)  WIS:  16 (+3)  CHA:  15 (+2)  \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b'  Saving Throws   Cha  +6  Skills   Insight  +7,  Perception  +7,  Stealth  +8  Senses   darkvision  60 ft., tremorsense 120 ft., passive  Perception  17  Languages  Common, Deep Speech, Undercommon, telepathy 60 ft.  Challenge  9 (5,000 XP)  Proficiency Bonus  +4 \n'b' SPECIAL TRAITS \n'b'\n'b'  Corruption\xe2\x80\x99s Bond . The xhkarsh ignores the range restriction on its telepathy when communicating with a creature whose fate it has corrupted. In addition, it can pinpoint the location of any such creature, as well as sense the creature\xe2\x80\x99s general state of health. These effects function even if the xhkarsh and the creature are on different planes of existence. \n'b'  Interdimensional Nature . The xhkarsh doesn\xe2\x80\x99t require air, food, drink, sleep, or ambient pressure. \n'b'\n'b' ACTIONS \n'b'\n'b'  Multiattack . The xhkarsh makes two Claw attacks and one Fate-Altering Stinger  attack . \n'b'  Claw .  Melee Weapon Attack : +8 to hit, reach 5 ft., one target.  Hit : 13 (2d8 + 4) slashing damage plus 9 (2d8) poison damage. \n'b'  Fate-Altering Stinger .  Melee Weapon Attack : +8 to hit, reach 5 ft., one creature.  Hit : 15 (2d10 + 4) piercing damage, and the target must succeed on a DC 16 Charisma saving throw or have its fate corrupted. A creature with corrupted fate has disadvantage on Charisma checks and Charisma saving throws, can\xe2\x80\x99t be targeted by any  divination  magic, can\xe2\x80\x99t be perceived through magical  scrying  sensors, and is immune to any effect that would sense its emotions or read its thoughts. The target\xe2\x80\x99s fate can be restored, ending the corruption and breaking the xhkarsh\xe2\x80\x99s magical tie to the target, by a  dispel evil and good  spell or similar magic. \n'b'  Invisibility . The xhkarsh magically turns  invisible  until it attacks or uses Seize Strand, or until its concentration ends (as if concentrating on a spell). Any equipment the xhkarsh wears or carries is  invisible  with it. \n'b'  Seize Strand . One creature whose fate is corrupted by this xhkarsh must succeed on a DC 16 Charisma saving throw or be affected by the  geas  spell for 8 hours. While under the  geas , the affected creature must perform a specific, seemingly minor task that furthers the decades-long goals of the xhkarsh. Such a task could be writing a letter to a specific person, damaging a seemingly random piece of equipment, or speaking a specific sentence to a particular person. The xhkarsh can use Seize Strand on a particular creature no more than once every 24 hours, regardless of success or failure on the saving throw. \n'b'\n'b' ABOUT \n'b' Watching with many rows of eyes, this mantis creature strikes with slashing claws and recurved barbs dripping with venom. \n'b'  Dimensional Travelers . The clandestine xhkarsh are beings from another cosmic cycle. Their devices and armor are incomprehensible\xe2\x80\x94possibly even incompatible with\xe2\x80\x94creatures of this reality. \n'b'  Tamper with Fate . The xhkarsh utilize their fate-altering powers to distort personal histories and manipulate mortal destinies like puppeteers. By doing this, they realign the universe toward their own, esoteric ends\xe2\x80\x94but what those ends might be, only the xhkarsh know. \n'b'  Foes of Skein Witches . Skein witches and valkyries are perpetual enemies of the xhkarsh, whom they accuse of perverting the proper run of destiny for both great heroes and ordinary folk.'