Minion of Taranokk (5e Creature)
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Minion of Taranokk
tiny aberration (great old one), chaotic evil
Saving Throws Con+8, Int+8, Cha+8
Immutable Form. The Minion of Taranokk is immune to any spell or effect that would alter its form.
Psychic Absorption. Whenever the Minion of Taranokk is subjected to psychic damage, it takes no damage and instead regains a number of hit points equal to half of the psychic damage dealt.
Focused Power. The Minion of Taranokk can cast spells without providing components.
Spellcasting. The Minion of Taranokk is an 8th level spell caster. Its spellcasting ability is Charisma (spell save DC 16, +8 to hit with spell attacks). The Minion of Taranokk knows the following Warlock Spells:
4th level (2 slots): blight
Innate Spellcasting. The Minion of Taranokk's innate spellcasting ability is Charisma (spell save DC 16). Taranokk can innately cast silent image at will, requiring no material components:
Reform. If a spell that brings the dead back to life or animates them is cast on a still-living Minion of Taranokk, it and all other Minions of Taranokk on all planes die, and Taranokk comes back to life on one of their spaces (randomly determined). If the Minion of Taranokk dies it shatters, and cannot be brought back to life.
Magic Resistance. The Minion of Taranokk has advantage on saving throws against spells and other magical effects.
Embed. The Minion of Taranokk chooses one willing or incapacitated creature with a Wisdom score of less than 15 and embeds itself in an eye of that creature. Until it is removed or destroyed, that creature is charmed by it and must follow all of its telepathic commands (aberrations and creatures who don't know any languages are immune to this effect).
Reflect Light. Ranged Attack: +8 to hit, reach 60 ft., one target. Hit: 9 (1d8+4) radiant damage if the Minion of Taranokk is in sunlight or 9 (1d8+4) necrotic damage if it is not.
The Minion of Taranokk is a slightly smaller version of Taranokk.
Outside of combat the Minion of Taranokk will help Xalthon with its goals if both have gotten to the Great Wheel, otherwise it will attempt to find the strongest host for its embed ability, especially one that can restore Taranokk. In combat it uses its illusions to take advantage of its enemies, makes them fight each other with manipulation spells, or directly attacks them with blight if it doesn't know enough about them. Once it runs out of spells it uses its reflect light for the remainder of combat. If it has time before combat it will gear up with armor of agathys or protection from evil and good.