Armor Class
16
Feyr
Large Aberration · Chaotic Evil
Hit Points
88 (16d10)
Speed
Walk, Fly 50 ft. ((hover))
CR
5
Traits
Unusual Nature
The feyr doesn't require air.
Actions
Multiattack
The feyr makes one Frightful Bite attack and one Tentacle attack.
Frightful Bite
Melee Weapon Attack +6 to hit, reach 5 ft., one creature. 8 () Piercing damage, and each creature within 10 feet of the feyr that can see it must succeed on a DC 13 Wisdom saving throw or be of the feyr until the end of the feyr's next turn.
Tentacle
Melee Weapon Attack +6 to hit, reach 10 ft., one creature. 17 () Psychic damage, and the target is (escape DC 13). Until this grapple ends, the feyr can't use this tentacle against other targets. The feyr has two tentacles, each of which can grapple one creature.
Invisibility
The feyr becomes until it attacks, uses Nightmare Fuel, or uses a bonus action to become visible.
Nightmare Fuel (1/Day)
The feyr targets one creature it can see within 10 feet of itself. The target must succeed on a DC 13 Wisdom saving throw or take 27 () Psychic damage, and the feyr gains temporary hit points equal to the damage dealt.