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
Large aberration, unaligned

Armor Class 13
Hit Points 66 (12d10)
Speed 0 ft., fly 20 ft. (hover)

STR DEX CON INT WIS CHA


17 (+3) 16 (+3) 10 (+0) 8 (-1) 7 (-2) 16 (+3)

Senses blindsight 120 ft. (blind beyond this radius), passive


Perception 8
Languages –
Challenge 4 (1,100 XP)

Crystal Sense. The aetherbell can detect when aetherite crystals
within 500 feet of it are touched or disturbed.
Psionic Hovering. If the aetherbell takes psychic damage, it must
make a Constitution saving throw with a DC of 5 + the damage
taken. On a failure, it loses hover until the start of its next turn and
is knocked prone.

Actions
Multiattack. The aetherbell makes four attacks.
Tentacle. Melee Weapon Attack: +5 to hit, reach 10 ft., one target.
Hit: 8 (1d10 + 3) bludgeoning damage, and the target is grappled
(escape DC 13). Until this grapple ends, the target is restrained.
The aetherbell has eight tentacles, each of which can grapple one
target.
Telekinetic Fling. Ranged Spell Attack: +5 to hit, range 30/60 ft.,
one target. Hit: 7 (1d8 + 3) bludgeoning damage.
Teleport (Recharge 4–6). The aetherbell magically teleports, along
with any equipment it is wearing or carrying and any creature it is
grappling, up to 120 feet to an unoccupied space it can see.
Before or after teleporting, the aetherbell can make one tentacle
attack.

Reactions
Deflect Missile. When the aetherbell is hit by a ranged weapon
attack, it can reduce the damage of the attack by 10 (1d10 + 5). If
this reduces the damage to 0, it can attack using Telekinetic Fling.

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