Wardu

Medium Aberration, neutral evil

Armor Class 16 (natural armor)

Hit Points 105 (14d8+42)

Speed fly +40, walk +0, hover true

Challenge 6

STR
10
+0
DEX
18
+4
CON
16
+3
INT
10
+0
WIS
15
+2
CHA
12
+1

Saving Throws cha +4, int +3

Condition Immunities exhaustion, prone

Senses darkvision 60 ft., passive Perception 13

Languages understands Deep Speech but can’t speak, telepathy 60 ft.

Special Abilities

Flyby. The wardu doesn't provoke opportunity attacks when it flies out of an enemy's reach.

Magic Resistance. The wardu has advantage on saving throws against spells and other magical effects.

Actions

Multiattack. The wardu uses its Segmented Gaze. It then makes two proboscis attacks.

Proboscis. Melee Weapon Attack: +7 to hit, reach 5 ft., one creature. Hit: 11 (2d6 + 4) piercing damage, and the wardu regains hp equal to half the damage dealt. If the target is a spellcaster, the target has disadvantage on Constitution saving throws to maintain its concentration until the end of its next turn.

Segmented Gaze. The wardu's segmented central eye flares with unstable magical energy. One creature the wardu can see within 30 feet of it must succeed on a DC 15 Constitution saving throw or suffer a random condition until the end of its next turn. Roll a d4 to determine the condition: blinded (1), frightened (2), deafened (3), or incapacitated (4).

Source: Tome of Beasts 2 · OGL/Open