This monster is based on the Mastiff.

Rufus

Medium monstrosity, neutral evil


Armor Class
16 (haze from the Unchained Stars)
Hit Points
112(15d8 + 45)
Speed
40ft.

STR DEX CON INT WIS CHA
16 (+3) 16 (+3) 16 (+3) 16 (+3) 16 (+3) 10 (+0)

Condition Immunities
charmed, frightened
Skills
Intimidation +3, Perception +6
Senses
darkvision 60 ft., passive Perception 16
Languages
understands All
Challenge
5 (1800 XP)

Bend Luck (3/day). After an enemy rolls to attack Rufus, Rufus can impose Disadvantage. If the new roll fails to hit Rufus, Rufus gains Advantage on his next attack against that enemy.

Dream Shaper. Rufus can enter the dreams of sleeping creatures and take complete control of their dreamscape. In the dreams, Rufus has full control until the sleeper awakens. He can speak in the dream, as well. Rufus can enter the dreams of up to 4 creatures at once. Rufus can force the dreamer to awaken by causing up to 4d8 psychic damage.

Keen Hearing and Smell. Rufus has advantage on Wisdom (Perception) checks that rely on hearing or smell.

Magic Resistance. Rufus has advantage on saving throws against spells and other magical effects.

Summon Aberration (Recharge 5-6). Rufus casts the spell Summon Aberration. He can summon multiple aberrations at once, providing he recharges the ability. It is not a concentration spell for him.

Actions

Multiattack. Rufus makes two attacks, only one of which may be magical.

Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage. If the target is a creature, it must succeed on a DC 15 Wisdom saving throw or become Frightened.

Innate Spellcasting. Rufus can cast the following spells without any material, somatic, or verbal components. His spellcasting ability is Wisdom.

At will: Chill Touch (2d8), Eldritch Blast (2 beams)

3/day: Bestow Curse, Blight, Blur, Phantasmal Killer

1/day: Dream, Weird

Reactions

Redirect to Tethers: Rufus redirects half of the damage he incurs, no matter what kind, to one of his tethered creatures.

Legendary Actions

Rufus 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. Rufus regains spent legendary actions at the start of its turn.

Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage. If the target is a creature, it must succeed on a DC 15 Wisdom saving throw or become Frightened.

Psychic Tethers. Rufus targets a creature within sight and sends a spike of psychic energy into their mind. The creature must succeed on a DC 15 Wisdom saving throw or else suffer 3d8 psychic damage and become mentally tethered to Rufus. A tethered creature cannot hide from Rufus or use Sneak Attack against him. On a success, the creature suffers half damage and is not tethered to Rufus. Rufus can maintain 3 tethers at a time. He can remove a tether as a Bonus Action. A tethered creature can, as an action, attempt to overcome the tether with a DC 15 Wisdom saving throw on their turn.

Healing Tethers (2 actions). Rufus chooses one of his tethered creatures and draws 3d6 hit points from them to heal himself for that same amount.