___ ___ > ## Eblun >*Medium humanoid (shapechanger), chaotic evil* > ___ > - **Armor Class** 14 (natural armor) > - **Hit Points** 195 (26d8 + 78) > - **Speed** 40ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|18 (+4)|13 (+1)|16 (+3)|19 (+4)|17 (+3)|17 (+3)| >___ > - **Saving Throws** Con +11, Int +12, Wis +11, > - **Skills** Deception +11, Insight +11, Intimidation +11, Perception +11, Stealth +9 > - **Damage Immunities** bludgeoning, piercing, and slashing from nonmagical attacks > - **Condition Immunities** charmed, frightened, unconscious > - **Senses** truesight 120 ft., passive Perception 21 > - **Languages** Common, telepathy 120 ft. > - **Challenge** 16 (15,000 XP) > ___ > ***Shapechanger.*** The eblun can use its bonus action to polymorph into any Large or smaller creature. Its statistics, other than its size and speed, are the same in each form. Any equipment it is wearing or carrying isn't transformed. The eblum turns to dust if it dies. > > ***Creature Sense.*** The eblun is aware of the presence of creatures within 2 miles of it that have an Intelligence score of 4 or higher. It knows the distance and direction to each creature, as well as each creature's Intelligence score, but can't sense anything else about it. A creature protected by a *mind blank* spell, a *nondetection* spell, or similar magic can't be perceived in this manner. > > ***Fear Aura.*** Any creature hostile to the eblun that starts its turn within 20 feet of the eblun must make a DC 20 Wisdom saving throw. On a failed save, the creature is frightened until the start of its next turn. If a creature's saving throw is successful, the creature is immune to the eblun's Fear Aura for the next 24 hours. > > ***Innate Spellcasting (Psionics).*** The eblun's innate spellcasting ability is Intelligence (spell save DC 20). It can innately cast the following spells, requiring no components:

At will: *detect thoughts, levitate*
1/day: *plane shift* (self only)
3/day: *fear* > > ***Legendary Resistance (3/Day).*** If the eblun fails a saving throw, it can choose to succeed instead. > > ***Magic Resistance.*** The eblun has advantage on saving throws against spells and other magical effects. > > ### Actions > ***Multiattack.*** The eblun makes one bite attack and two unarmed strikes. > > ***Bite.*** *Melee Weapon Attack:* +12 to hit, reach 5 ft., one creature. *Hit:* 26 (4dl0 + 4) piercing damage and the target is grappled (escape DC 20). Until this grapple ends, the creature is restrained, and the eblun can't bite another target. > > ***Unarmed strike.*** *Melee Weapon Attack:* +12 to hit, reach 5 ft., one target. *Hit:* 8 (1d8 + 4) slashing damage. > ### Legendary Actions > The eblun 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's turn . The eblun regains spent legendary actions at the start of its turn. > > ***Move.*** The eblun moves up to its speed without provoking opportunity attacks. > > ***Unarmed Strike.*** The eblun makes one unarmed strike. > > ***Frightening Gaze (Costs 2 Actions).*** The eblun targets one creature that it can see within 20 feet of it. The target must make a DC 19 Constitution saving throw. On a failed save, the target has disadvantage on attacks against the eblun until the start of the eblun's next turn. > ## Ebluns: Monsters of Fear Born from chaos, twisted and formed from spite and rage, these monsters are the Eblun. Nothing brings more joy to these horrors then the spreading of fear. They thrive on creating terror, their very being sustained by the dread that they foster in their victims. Ebluns live in isolation and are few in number. They do not breed, instead they enter long periods of hibernation where they rejuvenate, returning to activity once they are again whole. An eblun can never truly be killed, only forced into an early hibernation. If they are struck down by someone courageous enough to face them, the ebluns body disintegrates to dust, its true being retreating to some unknown realm where it will recuperate and return after 98 years.