b'Supermassive Singularity \n'b'  Tiny   fey ,  neutral evil  \n'b'  Armor Class  24 (plus entropic defense)  Hit Points  204 (37d4 + 111)  Speed  0 ft., fly 120 ft.\n'b' STATS STR: 10 (+0) DEX:  24 (+7)  CON:  16 (+3)  INT:  19 (+4)  WIS:  16 (+3)  CHA:  25 (+7)  \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b'  Saving Throws   Dex  +14,  Con  +9  Skills   Acrobatics  +13,  Deception  +13,  Insight  +9,  Stealth  +13  Damage Resistances  bludgeoning, piercing, and slashing from nonmagical attacks that aren\xe2\x80\x99t adamantine  Damage Immunities  cold, fire, poison, radiant  Condition Immunities   poisoned ,  prone   Senses   darkvision  60 ft., passive  Perception  16  Languages  understands Common, Deep Speech, Sylvan, and any commonly transmitted language, but can\xe2\x80\x99t speak. See the Radio Communications special ability. \n'b' Challenge 20 (25,000 XP) \n'b' SPECIAL TRAITS \n'b'\n'b'  Electromagnetic Shielding . A supermassive singularity bends the electromagnetic fields around itself to gain a bonus to AC that is equal to its charisma bonus. \n'b'  Entropic Defense . A magical field surrounds a supermassive singularity, glowing with a chaotic blast of multicolored hues. This field deflects incoming arrows, rays, and other  ranged attacks . Each  ranged attack  directed at the supermassive singularity are made with disadvantage. Other attacks that simply work at a distance are not affected. \n'b'  Fast . The supermassive singularity is unnaturally fast. It has advantage on  Dexterity  saving throws and on each of its turns, it can use a bonus action to take the  Dash ,  Disengage , or  Hide  action. Magic  Resistance . The supermassive singularity has advantage on saving throws against spells and other magical effects. \n'b'  Gravitic Slowing . Creatures moving within 10 feet of a supermassive singularity are exposed to a slowing aura. Creatures in the aura have their speed halved, take a ?2 penalty to AC and  Dexterity  saving throws, and can\xe2\x80\x99t use  reactions . While in the aura, on its turn, the target can use either an action or a bonus action, not both. Regardless of the creature\xe2\x80\x99s abilities or magic items, it can\xe2\x80\x99t make more than one melee or  ranged attack  during its turn. If the creature attempts to  cast a spell  with a casting time of 1 action, roll a d20. On an 11 or higher, the spell doesn\xe2\x80\x99t take effect until the creature\xe2\x80\x99s next turn, and the creature must use its action on that turn to complete the spell. If it can\xe2\x80\x99t, the spell is wasted. A creature is exposed to this slowing effect til they leave the area of effect. A  haste  spell will allow creatures to ignore the aura\xe2\x80\x99s effects while the spell is active. \n'b'  Force of Gravity . The supermassive singularity may change the damage type of any energy-based spell it casts to do force damage. This is done as part of the spellcasting action. \n'b'  Innate Spellcasting . The supermassive singularity\xe2\x80\x99s innate spellcasting ability is  Charisma  (spell save DC 21). It can innately cast the following spells, requiring no material components:\n'b'\n'b'\n'b'  At will : druidcraft,  darkness ,  daylight , gravity well (this works as the  entangle  spell, but the restraining effect is caused by gravitational weight rather than animated plant life) \n'b'  3/Day each :  chain lightning , firebal, telekineses,  reverse gravity ,  true seeing ,  confusion ,  dancing lights ,  detect evil and good ,  detect thoughts ,  dispel magic , phantasmal force,  polymorph ,  sleep  \n'b'\n'b'  No Breath .The supermassive singularity does not breathe and is immune to effects that require breathing. \n'b'  Radio Communications . Due to their ability to monitor radio waves, supermassive singularities can usually understand and communicate in any language that is commonly transmitted through their territory. However, they transmit radio waves instead of speaking verbally so the other party wishing to communicate must have a similar ability or a communications device capable of doing so. \n'b'\n'b' ACTIONS \n'b'\n'b'  Multiattack . The supermassive singularity makes four x-ray pulse attacks. \n'b'  X-Ray Pulse .  Ranged Weapon Attack : +13 to hit, range 100 ft., one target, and any adjacent creatures.  Hit : 34 (6d8 + 7) radiant damage. This  attack  ignores  cover  that is not a force effect. \n'b'  Superior Invisibility . The supermassive singularity magically turns  invisible  until its concentration ends (as if concentrating on a spell). Any equipment the supermassive singularity wears or carries is  invisible  with it. \n'b'  Interplanetary Teleport . The supermassive singularity instantly transport itself, its equipment, and any willing creature it is touching to a designated destination. There is no range limit and the supermassive singularity does not need to have seen the destination, though it must have a solid grasp of which world it wishes to travel to (\xe2\x80\x9cthe third planet from the sun\xe2\x80\x9d is an acceptable destination, but \xe2\x80\x9ca habitable world near that bright star\xe2\x80\x9d is not). If the supermassive singularity has a specific location on a planet in mind, it arrives there without a chance of failure; otherwise it arrives at a location that would not immediately be life-threatening. If no such safe landing zone exists on the world, such as a supermassive singularity attempting to travel into the sun without the proper precautions in place, the action simply fails. \n'b'\n'b' REACTIONS \n'b'\n'b'  Gravity Master . As a  reaction , if the supermassive singularity is affected by a gravity-based spell (such as  reverse gravity ) or effect, it can immediately negate that effect. \n'b'\n'b' LEGENDARY ACTIONS \n'b' The supermassive singularity can take 3 legendary  actions , choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature\xe2\x80\x99s turn. The supermassive singularity regains spent legendary  actions  at the start of its turn. \n'b'\n'b'  Pulse . The supermassive singularity makes one x-ray pulse  attack . \n'b'  Gravitic Inversion . The supermassive singularity casts  reverse gravity . This does not count against its daily limit. \n'b'  Casting (Costs 2 Actions) . The supermassive singularity casts a spell.'