Star Spawn Grue

Small aberration
Challenge

STR
−2
DEX
1
CON
0
INT
−1
WIS
0
CHA
−2

17
5d6
13
Fort
+1
Ref
+0
Will
−1
Damage immunities psychic

Speed 5 m.
Skills Occult +0 (11), Stealth +2 (13)
Senses darkvision 10 m.
Languages Aklo

Aura of Madness. Creatures within 5 meters of the star spawn grue that aren’t aberrations have disadvantage on saving throws, as well as on attacks made against creatures other than the star spawn grue.

Spellcasting. The star spawn grue uses Occult (int) to cast spells (spell save Difficulty 9, +0 to hit with spell attacks). It has 1 mana, a mana limit of 1, regains all expended mana when it finishes a long rest, and regains half its total mana when it finishes a short rest. It knows the following spells:

1 mana: agonizing rebuke, dissonant whispers

Actions (1)

Confounding Bite. Melee Weapon Attack: +2 to hit. Hit: 6 (2d4 + 1) piercing damage and the target must succeed on a Difficulty 10 Will saving throw or attacks made against it have advantage until the start of the grue’s next turn.

Far Realm, Mountain, Swampmtof

Spells

As a reaction, which you use when you are hit by an attack or missed by 4 or less or take psychic damage, you absorb some of the incoming energy. You have resistance to psychic damage until the start of your next turn, including against the triggering damage. If the creature who damaged you is within 10 meters, it must make a Will saving throw.

On a failure, it takes 1d4 psychic damage and is staggered until the end of its next turn.

On a critical failure, it takes twice as much damage.

On a success, it takes half as much damage.

On a critical success, it takes no damage.

Augment

You can increase the damage by 3d4 for each additional mana expended.

As an action, you whisper a discordant melody that is only heard by a creature that you can touch or see within 10 meters. The creature must make a Will saving throw. If the creature can’t hear you, the spell has no effect on it.

On a failure, it takes 3d10 psychic damage and must move away from you as far as its speed allows at the start if its next turn by the safest available route, unless there is nowhere to move.

On a critical failure, it takes twice as much damage.

On a success, it takes half as much damage.

On a critical success, it takes no damage.

Augment

You can increase the damage by 3d10 for each additional mana expended.