b'Deryth \n'b'  Medium   fey  (titanspawn),  any neutral\n'b' STATS STR: 16 (+3) DEX:  14 (+2)  CON:  18 (+4)  INT:  13 (+1)  WIS:  14 (+2)  CHA:  15 (+2)  \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'     Armor Class  14 (natural armor)  Hit Points  59 (7d8 + 28)  Speed  30 ft.  Skills   Deception  +4,  Persuasion  +4  Damage Resistances  bludgeoning, piercing, and slashing from nonmagical weapons  Condition Immunities  incapacitated, stunned  Senses   darkvision  60 ft., passive  Perception  12  Languages  Titan Speech; telepathy 120 ft.  Challenge  4 (1,100 XP) \n'b' Special Traits \n'b'   Body Spikes . At the start of each of its turns, the deryth deals 3 (1d6) piercing damage to any creature grappling it. \n'b'  Innate Spellcasting (Psionics) . The deryth\xe2\x80\x99s innate spellcasting ability is  Charisma  (spell save DC 12). It can innately cast the following spells, requiring no material components:\n'b'\n'b'   At will :  disguise self , friendship \n'b'  3/day each :  calm emotions ,  sleep  \n'b'  1/day each :  suggestion ,  tongues  \n'b'\n'b'  Magic Resistance . The deryth has advantage on saving throws against spells and other magical effects. \n'b'  Magic Weapons . The deryth\xe2\x80\x99s weapon attacks are magical. \n'b'  Actions \n'b'   Multiattack . The deryth makes two slam attacks. \n'b'  Slam .  Melee Weapon Attack : +5 to hit, reach 5 ft., one target.  Hit : 10 (2d6 + 3) bludgeoning damage, and the target must make a DC 13  Constitution  saving throw or be incapacitated until the end of the target\xe2\x80\x99s next turn. \n'b'  Tactics \n'b' Deryth are hesitant warriors and will use their spells to defuse a situation or incapacitate those who attack them only out of fear or mistrust. If the deryth determines that its opponent is a true enemy, it will use its slam attacks to slay them. \n'b' Description \n'b' Deryths have powerful physiques, standing around 6 feet tall or taller and weighing 225 pounds on average. A deryth\xe2\x80\x99s skin varies from pale blue to deep violet, and small blue-gray spikes adorn most of their bodies. Their eyes range from ash gray to sea green. Large horns protrude from just behind a deryth\xe2\x80\x99s catlike ears, curving around the forehead until they almost touch in the middle; poised between the tips of its horns is a faintly pulsating blue stone. \n'b'  Collecting the Disjoined . A deryth primarily engages itself in collecting and reuniting more of its disjoined race. This goal often involves finding and collecting its disjoined brethren and then kidnapping creatures to become hosts to the fractured deryths \xe2\x80\x93 especially if the creature is already host to one or more disjoined deryths. \n'b'  Peaceful Wanderers . Deryths are not violent or cruel by nature; they normally engage in combat only to protect themselves or their allies, or to further their goal of restoring more of their race. However, they are willing to fight in self-defense or to protect their kin.'