b'Mercurial, Greater \n'b'  Medium   outsider ,  any chaotic  \n'b'  Armor Class  15  Hit Points  27 (5d8+5)  Speed : 90 ft. fly\n'b' STATS STR: 13 (+1) DEX:  18 (+4)  CON:  12 (+1)  INT:  17 (+3)  WIS:  17 (+3)  CHA:  14 (+2)  \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'     Skills :  Arcana  +5,  Perception  +5,  Religion  +5,  Survival  +5  Senses :  darkvision  120 ft., ethereal vision, passive  Perception  16  Damage Resistances : acid, fire, lightning, thunder, spell resistance  Damage Immunities : poison, bludgeoning, piercing, and slashing from nonmagical attacks  Condition Immunities :  grappled ,  paralyzed ,  petrified ,  poisoned ,  prone ,  restrained   Special Vulnerabilities :  dispel magic \xc2\xa0(see below)  Languages : Auran, Celestial, Common, Draconic, Infernal, native language of its master  Challenge : 1 (200 XP) \n'b' Special Traits \n'b'   Bound : A mercurial can travel to a distance away from its master of no more than 500 feet per level of the master. If a mercurial attempts to travel beyond this range, it encounters an unseen and impenetrable barrier. \n'b'  Dispel Magic : If a mercurial is the target of a  dispel magic  spell, and it fails a  Charisma  save (DC=caster\xe2\x80\x99s spell save DC), it is banished back to the methetherial plane for 1d6 hours. The mercurial\xe2\x80\x99s spell resistance does not work against this spell. \n'b'  Ethereal Sight : The mercurial can see 60 feet into the Ethereal Plane when it is on the Material Plane, and vice versa. \n'b'  Incorporeal Movement : The mercurial can move through other creatures and objects as if they were  difficult terrain . It takes 5 (1d10) force damage if it ends its turn inside an object. \n'b'  Actions \n'b'   Incorporeal Touch .  Melee Weapon Attack : +6 to hit, reach 5 ft., 1 target.  Hit : 3 (1d6) force damage, and target loses 1d4 points of  Charisma . If  Charisma  reaches zero, the target stops moving, loses all sense of self and sentience, and is considered an object thereafter. The body begins to shut down and dies within 1d20 minutes unless  Charisma  is raised above zero, which can be done via restoration,  greater restoration ,  wish , or a similar magical effect (though not  cure wounds ). Lost  Charisma  returns at a rate of 1d6 per  short rest  or entirely after a  long rest . \n'b'  Supreme Mercurials \n'b' Supreme Mercurials also exist; they have the same statistics as Greater Mercurials except they are Challenge 4 and have 9d8 hit dice (49  hp ). Their spell resistance is effective against  dispel magic . They are worth 1,100 XP.'