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Groom Minion: Abatadire




The abaterdire should be swimming through the cold, lifeless gap between spheres instead of poisoning the material plane with its presence; yet it is. The fifteen-foot-long atrocity resembles an armored, prehistoric fish with plates of polished meteorite, scales of space-dust, and a core of swirling stars. Being entranced by its alien beauty risks missing the aberration's reinforced jaws until it is too late. Non-Euclidian sigils sizzle across its asymmetrical fins and shift as the abaterdire rains arcane fury on its foes.

Thawed Terror. Pulled along by an uncanny force, the Groom returns to the frozen wastes of the world again and again. The living golem feels like the hole in his incomplete soul lays somewhere underneath the timeless ice. On one of his forays, the Groom found the remains of the first abaterdire but was unable to free it from its frigid tomb. He returned the next summer with a fresh nepethe cult to dig it out. Most of the anarchists perished from the elements during the excavation. Once the construct caressed the ancient 'bones' life, but not as we know it, returned to the abaterdire. The Groom passively watched as it devoured what remained of the cult. Then, the living golem smiled for the first time.

Abaterdire

huge aberration, chaotic evil

Armor Class 18 (natural armor)

Hit Points 117 (16d8+45)

Speed 5ft

Flight 40ft (hover)

Str 22 Dex 8 Con 16 Int 19 Wis 16 Cha 17

Saving Throws Int +8, Con +7, Wisdom +7

Damage Immunities cold, poison; bludgeoning, piercing, and slashing from non-magical weaponsc

Condition Immunities frightened, poisoned, prone

Senses darkvision 60ft, passive Perception 13.

Languages all humanoid, deep speech, primordial, telepathy 60ft

Challenge 10 (5,900 XP)

Illumination:

The Abaterdire glows with the strength of a candle at a range of 30ft.

Magic Resistance:

The abaterdire has advantage on saving throws against spells and other magical effects.

Spellcasting:

The abatedire is a 12th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 16, +8 to hit with spell attacks), and it needs only semantic components to cast its spells. It has the following wizard spells prepared:

Cantrips (at will): Acid Splash, Chill Touch, Friends, Frostbite, Prestidigitation

1st (4 slots): Absorb Elements, False Life, Fog Cloud, Shield

2nd (3 slots): Crown of Madness, Ray of Enfeeblement

3rd (3 slots): Bestow Curse, Gaseous Form, Sending

4th (3 slots): Fire Shield (Cold Shield Only), Ice Storm

5th (2 slots): Cone of Cold, Modify Memory

6th (1 slot): Disintegrate

Actions

Bite:

Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 10 (2d6+6) In addition, the creature must succeed on a DC 16 Intelligence save or suffer from the Lethe Curse. The creature has disadvantage on Initiative and Intelligence saves and skill checks. The Lethe Curse can be removed via the Remove Curse spell and effects like it. This attack counts as a magic weapon.

Devolve Mind (Recharge 6).

The abatedire focuses its alien psyche on a creature of 6 intelligence or higher it can see within 30ft. That creature must make an Intelligence saving throw, DC 16. On failure, its Intelligence becomes 3 for the next minute as it reverts to an animalistic state. The creature struggles to convey all but the basic concepts when speaking, cannot cast spells that require a verbal component, or use tools.

An affected creature is also granted the following bonuses: it gains Advantage on Strength checks and Strength saving throws, when it makes a melee weapon attack using Strength it gains +2 bonus to the damage inflicted, it may also Dash as a bonus action.

Dispel Magic, Remove Curse or similar spells will remove this effect.

Etherealness.

The abaterdire enters the Ethereal Plane from the Material Plane, or vice versa. It is visible on the Material Plane while it is in the Border Ethereal, and vice versa, yet it can't affect or be affected by anything on the other plane.

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