b'Anguisher \n'b'  Medium   aberration ,  chaotic evil  \n'b'  Armor Class  13 (natural armor) \n'b' Hit Points  65 (10d8 + 20) \n'b' Speed  30 ft.\n'b' STATS STR: 8 (\xe2\x80\x931) DEX:  14 (+2)  CON:  15 (+2)  INT:  8 (\xe2\x80\x931)  WIS:  10 (+0)  CHA:  17 (+3)  \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b'  Skills   Insight  +2,  Perception  +2,  Stealth  +4 \n'b' Damage Resistances  psychic; bludgeoning, piercing, and slashing from nonmagical attacks \n'b' Condition Immunities   exhaustion ,  frightened ,  grappled ,  paralyzed ,  petrified ,  prone ,  restrained ,  unconscious  \n'b' Senses   darkvision  60 ft., passive  Perception  12 \n'b' Languages  understands all languages but can\xe2\x80\x99t speak, telepathy 60 ft. \n'b' Challenge  4 (1,100 XP) \n'b' Proficiency Bonus  +2 \n'b' SPECIAL TRAITS \n'b'\n'b'  Amorphous . The anguisher can move through a space as narrow as 1 inch wide without squeezing. \n'b'  Continued Suffering . A creature that has an  Intelligence  score of 4 or higher and dies from an anguisher\xe2\x80\x99s attacks spawns a new anguisher in 3 days. Any effect that prevents the body from becoming undead also prevents the emergence of the new anguisher. \n'b'  Frightening Advantage . The anguisher has advantage on  attack  rolls against creatures that are  frightened . Against such targets, the anguisher scores a critical hit on a roll of 18 to 20. \n'b'\n'b' ACTIONS \n'b'\n'b'  Multiattack . The anguisher uses anguish twice. \n'b'  Anguish .  Melee or Ranged Spell Attack : +5 to hit, reach 5 ft. or range 60 ft., one creature.  Hit : 13 (3d6 + 3) psychic damage, and the target is  frightened  of the anguisher and must use its  reaction  to move its speed away by the safest possible route. Movement used during this  reaction  can\xe2\x80\x99t be used during the target\xe2\x80\x99s turn. \n'b'  Harrow (Recharge 6) . Each creature of the anguisher\xe2\x80\x99s choice within 60 feet and aware of the anguisher must make a DC 13  Wisdom  saving throw. On a failure, a creature takes 17 (5d6) psychic damage and becomes  frightened  for 1 minute. If the save succeeds, the creature takes half the damage and isn\xe2\x80\x99t  frightened . A  frightened  creature can repeat the saving throw at the end of each of its turns, ending the condition on itself on a success. \n'b'  Invisibility . The anguisher magically turns  invisible  until it attacks or until its concentration ends (as if concentrating on a spell). \n'b'\n'b' ABOUT \n'b'  Aberrant Torment . Mental suffering can last far longer than physical damage. Psychic energy from those who die in extreme anguish might open a portal, allowing consciousness from beyond the veil to meld with psychic residue. \n'b'  Old Wounds . The touch or aura of an anguisher calls old wounds and tormentors to mind. The creature uses  invisibility  and stealth to lurk around potential victims, slowly draining them of life through this recalled suffering. \n'b'\n'b'  DC 10  Intelligence  ( History ) : Anguishers are semisolid horrors from beyond reality. \n'b'  DC 15  Intelligence  ( Arcana ) : An anguisher shares many traits and immunities with semicorporeal undead, such as shadows. If an anguisher slays a sapient creature, a new anguisher emerges into the world near the corpse 3 days later. \n'b'  DC 15  Intelligence  ( Religion ) : Effects that prevent a corpse from becoming undead can also prevent it from bearing a new anguisher.'