Fell-Murdona

The discordant, umbral whispers of the twisted fell-murdona inspire madness of unparalleled depravity. Those afflicted commit crimes against the order of all things, shattering peace and prosperity and leading the world to chaos. Stories are told of powerful beings who direct the fell-murdona through the concourse of dreams and into the very hearts of kings, turning their minds to volatile dust blown about by the winds of impending change. Appearing as a dark, humanoid-shaped cloud, the fell-murdona’s form contains a pair of red eyes shining as bright as stars, burning with malice.


FELL-MURDONA

Large aberration, neutral evil


Armor Class 18 (natural armor)
Hit Points 199 (21d10 + 84)
Speed 30 ft., climb 30 ft.

STR DEX CON INT WIS CHA
20 (+5) 13 (+1) 19 (+4) 13 (+1) 14 (+2) 26 (+8)

Saving Throws Dex +6, Wis +7, Cha +13
Skills Deception +13, Insight +7, Persuasion +13, Stealth +11
Damage Resistances psychic; bludgeoning, piercing, and slashing from nonmagical attacks
Condition Immunities charmed, unconscious
Senses blindsight 60 ft., passive Perception 12
Languages Fell-tongue, telepathy 120 ft.
Challenge 15 (13,000 XP)


TRAITS

Ecstasy of Agony. When a creature under the effects of a spell produced by the fell-murdona deals damage to a creature other than the fell-murdona, the fell-murdona regains hit points equal to half the damage dealt (rounded down, minimum of 1).

Innate Spellcasting (Psionics). The fell-murdona’s innate spellcasting ability is Charisma (spell save DC 21). It can innately cast the following spells, requiring no components.

  • At will: dispel magic, sending, suggestion, telekinesis
  • 3/day: dimension door, mass suggestion, pass without trace, sleep (9th Level)
  • 1/day: dominate monster, dream, plane shift (self only)

Manipulative Mind. The fell-murdona has advantage on Constitution saving throws to maintain concentration and can concentrate simultaneously on up to two effects at a time.

Whispers of Madness. When the fell-murdona affects or speaks to a creature with a spell it has cast, it can immediately take a bonus action to force that creature to succeed on a DC 21 Wisdom saving throw or have its mind become infected with madness. The fell-murdona can communicate telepathically with the creature across any distance as long as it is on the same plane of existence as the fell-murdona. At the end of each month, the creature can repeat this saving throw, ending the madness on a success.


ACTIONS

Multiattack. The fell-murdona makes three attacks.

Claw. Melee Weapon Attack: +10 to hit, reach 10 ft., one creature. Hit: 23 (4d8 + 5) psychic damage.

Power Word Insanity (Recharge 5–6). The fellmurdona speaks a single word of pure madness. Each creature that can hear the fell-murdona within 120 feet cannot be immune to the charmed condition and has disadvantage on Wisdom saving throws for 1 minute. A creature can end this effect early by choosing to willingly act according to the fellmurdona’s desires for an entire turn.


REACTIONS

Dream-Step. When the fell-murdona takes damage from a creature, it can take a reaction to magically teleport itself to an unoccupied space adjacent to a creature affected by a spell cast by it, as long as that creature is on the same plane of existence.


Ref: TPKB1 p109