Lesser Star Spawn Emissary

Medium aberration,

Armor Class

19 (natural armor)

Hit Points

241 (21d8 + 147)

Speed

walk 40 ft., fly 40 ft. (hover)

Saves

Int +13, Wis +11, Cha +12

Skills

Arcana +19, Deception +18, Perception +11

Damage Resistances

acid, force, necrotic, psychic

Condition Immunities

charmed, frightened

Senses

truesight 120 ft.

Languages

all, telepathy 1,000 ft.

Challenge

19

Aberrant Rejuvenation

When the emissary drops to 0 hit points, its body melts away. A greater star spawn emissary instantly appears in an unoccupied space within 60 feet of where the lesser emissary disappeared. The greater emissary uses the lesser emissary's initiative count.

Legendary Resistance (3/Day)

If the emissary fails a saving throw, it can choose to succeed instead.

Unusual Nature

The emissary doesn't require air, food, drink, or sleep.

Actions

Multiattack

The emissary makes three attacks.

Lashing Maw

Melee Weapon Attack: +11 to hit, reach 15 ft., one target. Hit: 16 (2d10 + 5) piercing damage plus 13 (3d8) acid damage.

Psychic Orb

Ranged Spell Attack: +13 to hit, range 120 ft., one creature. Hit: 18 (2d10 + 7) psychic damage.

Change Shape

The emissary polymorphs into a Small or Medium creature of its choice or back into its true form. Its statistics, other than its size, are the same in each form. Any equipment it is wearing or carrying isn't transformed.

Legendary actions

Legendary Actions (3/Turn)

The emissary can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. The emissary regains spent legendary actions at the start of its turn.

Psychic Orb

The emissary makes a Psychic Orb attack.

Teleportation Maw (Costs 2 Actions)

The emissary teleports to an unoccupied space it can see within 30 feet of it and can make a Lashing Maw attack.

Psychic Lash (Costs 3 Actions)

The emissary targets a creature it can see within 30 feet of it and psychically lashes at that creature's mind. The target must succeed on a DC 21 Wisdom saving throw or take 36 (8d8) psychic damage and be stunneduntil the start of its next turn.