Fell Taint Warp Wender - CR 3 (Medium Aberration)

 I have always really liked the Fell Taints (although their name is a bit poop). In my games, Aberrations are not from the Far Realms, but are strongly allied to realms of madness and psychic disturbance (it is for this reason that Xix adores many of the weirder ones). Their very nature is corrosive to the fabric of reality, and they do cause a local thinning of the veils between the physical plane and those dimensions where they spawn, as well as triggering madness and mutation in the "natural" environment and its inhabitants around them.

Fell Taints (which are from 4e, appearing in both Monster Manual 2 and Dragon Issue 376) are almost the Remora of those strange planes; weak entities that ride the slip stream of larger predators, and feed on the scraps - in this case, the life force of their dying prey. In the physical plane  (in my games anyway) they often accompany more powerful beasts, and only make themselves known when someone is close to death, when they drift down, manifest physically, and start the vicious process of snuffing their life force out to feed on it. There is a game coming up in the near future where these horrors will be going about their business, making a bad situation worse, and I thought I would share one of the monsters I converted to 5e for that. 

I hope you like it, and your players hate it :D


Fell Taint Warp Wender – Medium Aberration

A.C. 13 (Natural Armour) 
Hpts: 58 (9d8+18) [27 - 90] 
Speed: 5'; Fly 30' (hover) 
Initiative: +3 
Proficiency Bonus: +2 

Str: 11 (+0) Dex: 16 (+3) Con: 15 (+2) Int: 6 (-2) Wis: 17 (+3) Cha: 12 (+1) 

Saving Throws: Wisdom +5, Charisma +3
Damage Resistances: Acid, Cold, Fire, Lightning, Necrotic, Radiant, Thunder; Slashing, Piercing and Bludgeoning from non-magical weapons
Damage Immunity: Poison 
Condition Immunity: Poisoned, Prone 
Damage Vulnerability: Psychic  

Senses: Darkvision 60'; Passive Perception: 13 

CR: 3 (700 xp) 

The Fell Taint can pass through solid objects and creatures as if they do not exist. If it ends its turn within a solid object, it suffers 5 (1d10) bane damage.  

Multiattack: The Warp Wender makes either two Tendril Caress attacks or a single Psychic Transposition and Tendril Caress attack.  

Tendril Caress: Melee attack, Reach 5', One Target; +5 to hit; Hit: 6 (1d6+3) Psychic damage 

Psychic Transposition: Ranged spell attack; Range 50', One Target, +5 to hit; Hit: 14 (2d10+3) Psychic damage and target must make a D.C. 13 Wisdom save, or swap places with the Wender and be Dazed (target can only take a move or an action on their turn, and cannot use bonus actions or reactions). Dazed targets may repeat the save at the end of their turns to end the effect.  

Fell Feeding: Melee attack; Reach 5'; Targets one creature that is dying. The Warp Wender looses its resistances and Insubstantial trait until the end of its next turn; +5 to hit; Hit: Target must make a D.C. 13 Constitution saving throw or die. If they die, the Wender is healed to full hit points.

I'm no doctor but....but....NO! MUST. RESIST. URGE. TO. MAKE. TAINT. JOKE....