11 (natural armor)
199 (21d12 + 63)
10 ft., fly 30 ft.(hover), swim 10 ft.
wis +10, int +11
persuasion +11, insight +15, arcana +11, intimidation +11
bludgeoning, piercing, and slashing from nonmagical attacks
poison, psychic
exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained
blindsight 120 ft.
Common, Deep Speech, telepathy 100 miles, Undercommon
15
+5
The refraction is aware of creatures within 100 miles of it that have an Intelligence score of 4 or higher. It knows the distance and direction to each creature, as well as each one's Intelligence score, but can't sense anything else about it. A creature protected by a mind blank spell, a nondetection spell, or similar magic can't be perceived in this manner.
The refraction can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object.
If the refraction fails a saving throw, it can choose to succeed instead.
The refraction has advantage on saving throws against spells and other magical effects.
The refraction makes two Dissonant Claw attacks.
Melee Weapon Attack: +11 to hit, reach 10 ft. or range 120 ft., one creature. Hit: 25 (3d12 + 6) psychic damage. If the target is a creature concentration on a spell, its concentration is broken.
Creatures of the refraction's choice within 60 feet of it must succeed on a DC 19 Intelligence saving throw or take 33 (5d10 + 6) psychic damage and have the stunned condition for 1 minute. A stunned creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
The refraction casts one of the following spells, requiring no spell components and using Intelligence as the spellcasting ability (spell save DC 19): • At will: detect magic, detect thoughts • 3/Day each: dispel magic, modify memory • 1/Day each: feeblemind, plane shift (self only)
The refraction teleports, along with any equipment it is wearing or carrying, up to 120 feet to an unoccupied place that it can see.
The Refraction of Ilvaash 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 Refraction of Ilvaash regains spent legendary actions at the start of its turn.
The refraction targets a creature within 120 feet of itself and disrupts its mental processes, causing the target to have disadvantage on all ability checks, attack rolls, and saving throws until the end of the target's next turn.
The refraction makes one Dissonant Claw attack.