16 (natural armor)
142 (15d10 + 60)
walk 30 ft., fly 60 ft.
dex +4, con +7, int +6
Acrobatics +7, Athletics +7, Performance +6
Force, Psychic
blindsight 30 ft., darkvision 120 ft.
Common, Draconic, telepathy 120 ft.
7
+3
Sheldon casts one of the following spells, requiring no spell components and using Intelligence as the spellcasting ability (spell save DC 14): • At will: light, mage hand (the hand is invisible) • 1/Day each: dimension door, telekinesis
Sheldon can breathe normally in a vacuum.
Sheldon makes either two Bite attacks, two Blueberry Fling attacks, or one of each.
Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) piercing damage plus 4 (1d8) psychic damage.
Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) piercing damage plus 4 (1d8) psychic damage.
Sheldon exhales a line of magical wind that is 60 feet long and 5 feet wide. Each creature in that area must make a DC 15 Strength saving throw. On a failed save, the creature takes 21 (6d6) force damage, is pushed 15 feet away from Sheldon, and has the prone condition. On a successful save, the creature takes half as much damage only.
Sheldon summons a powerful gust of wind and flies up to his speed. This movement doesn't provoke opportunity attacks. At the end of this movement, each creature within 5 feet of Sheldon must succeed on a DC 15 Strength saving throw or have the prone condition, as the wind bursts around Sheldon.