Sources
CR
Type
Size
Alignment
Movement

Aberrant Zealot (Tentacled)

Medium Aberration, Chaotic Evil

Armor Class 16 (studded leather armor)
Hit Points 93 (17d8 + 17)
Speed 30 ft.
STR
15
+2
DEX
18
+4
CON
12
+1
INT
13
+1
WIS
8
-1
CHA
19
+4
Saving Throws DEX +7, CHA +7
Skills Perception +5
Damage Resistances psychic
Condition Immunities Blinded, Charmed, Frightened, Grappled, Restrained
Senses darkvision 60 ft., truesight 10 ft., passive Perception 15
Languages Common, Deep Speech
Challenge 8 (3,900 XP)

Traits

Aberrant Form. The zealot exudes the chaos of the Far Realm. Any non-Aberration creature that starts its turn within 5 feet of the zealot must succeed on a DC 15 Wisdom saving throw or take 7 (2d6) psychic damage.

Weirdly Pliable. The zealot, along with any equipment it is wearing or carrying, is unnaturally flexible. The zealot can move through any space as narrow as 1 inch without squeezing.

Spellcasting

Spellcasting (Psionics). The zealot casts one of the following spells, requiring no components and using Charisma as the spellcasting ability (spell save DC 15):

At will: detect thoughts, minor illusion

1/day each: arcane gate, hunger of Hadar

Actions

Multiattack. The zealot makes one Psychic Rend attack and two Shortsword attacks.

Psychic Rend. Melee or Ranged Spell Attack: +7 to hit, reach 15 ft. or range 120 ft., one target. Hit:14 (3d6 + 4) psychic damage, and the target must succeed on a DC 15 Wisdom saving throw or have the stunned condition until the start of the zealot's next turn.

Shortsword. Melee Weapon Attack: +7 to hit, reach 15 ft., one target. Hit:7 (1d6 + 4) piercing damage plus 7 (2d6) psychic damage.

Mind Blast (Recharge 5–6). The zealot magically emits psychic energy in a 60-foot cone. Each creature in that area must succeed on a DC 15 Intelligence saving throw or take 22 (4d8 + 4) psychic damage and have the stunned condition for 1 minute. A target can repeat the saving throw at the end of each of its turns, ending the stunned condition on itself on a success.

Bonus Actions

Void Warp (Recharge 5–6). The zealot teleports, along with any equipment it is wearing or carrying, to an unoccupied space it can see within 120 feet of itself, leaving a churning void in the space it left. Immediately after it teleports, each creature within 30 feet of the void other than the zealot must make a DC 15 Strength saving throw. On a failed save, a creature takes 18 (4d8) force damage and is pulled to the unoccupied space closest to the void. On a successful save, the creature takes half as much damage only. The void then disappears.