Compliance with Psychic Mechanics
The following creatures gain interaction with the materials presented in this book. The following section adds the necessary mechanics for creatures with the ability to possess a target, what new condition immunities it may have, and how psionic powers affect it. In the case of a creature with a possession action, the creature’s description overrides conflicts with the systems presented in this sourcebook.
Each creature is in the Monster Manual, unless it is marked by an asterisk, in which case it is in Volo’s Guide to Monsters, or two asterisks, in which case it is in Mordenkainen’s Tome of Foes. For all other monsters the DM decides which traits, if any, to grant each monster, using these rules and the below creatures as guidelines.
The creatures are presented in alphabetical order and you should append the listed items.
Aboleth
The aboleth gains condition immunity to unsettled.
Allip**
The allip gains condition immunity to unsettled.
Angel, Deva
The deva gains condition immunity to unsettled and the following traits:
Possession. The deva’s possession save DC is 17 (Charisma based). It is a Rider that can possess an object within 30 feet of it by finishing a 10 minute ritual. When the deva possesses a target, its body assumes a spiritual form and is subsumed by its host.
Presence. While possessing a host, it can create an Intensity 20 spiritfont with a range of 50 feet as an action.
Psionic Resistance. The deva has advantage on saving throws against psionics and other psychic effects.
Angel, Planetar
The planetar gains condition immunity to unsettled and the following traits:
Possession. The planetar’s possession save DC is 20 (Charisma based). It is a Usurper that can possess a willing creature or an object within 30 feet of it as an action. When the planetar possesses a target, its body assumes a spiritual form and is subsumed by its host. The planetar can use its Innate Spellcasting trait while is possesses a host.
Presence. While possessing a host, it can create an Intensity 25 spiritfont with a range of 60 feet as an action.
Psionic Resistance. The planetar has advantage on saving throws against psionics and other psychic effects.
Angel, Solar
The solar gains condition immunity to stasis and unsettled and the following traits:
Dominating Spirit. The solar can create an Intensity 30 spiritfont with a range of 80 feet as an action. It can create up to 10 connected spiritfonts, with the first one acting as a spiritwell. Each spiritfont must be within 80 feet of another one.
Alternately, the solar can take control of an existing spiritfont, including a spiritwell, by concentrating for 1 hour. The spiritfont must succeed on a DC 25 Intensity saving throw or become controlled. The solar can control no more than 10 spiritfonts at once.
Possession. The solar’s possession save DC is 25 (Charisma based). It is a Controller that can possess a creature or an object within 30 feet of it as an action (Recharge 5-6). When the solar possesses a target, its body assumes a spiritual form and is subsumed by its host. The solar can use its Divine Awareness and Innate Spellcasting traits while it possesses a host and can take its legendary actions if that host is a creature.
Psionic Resistance. The solar has advantage on saving throws against psionics and other psychic effects.
Animated Objects
Animated objects gain condition immunity to unsettled and the following trait:
Nonbiological. The object can’t be the target of psychometabolism powers.
Astral Dreadnought**
The astral dreadnought gains condition immunity to unsettled.
Banderhobb*
The banderhob gains condition immunity to unsettled.
Banshee
The banshee gains condition immunity to unsettled.
Barghest*
The barghest gains condition immunity to unsettled.
Beholder, Spectator
Its Spell Reflection reaction also triggers against psionic powers.
Bodak*
The bodak gains condition immunity to unsettled.
Boneclaw**
The boneclaw gains condition immunity to unsettled.
Cadaver Collector**
The cadaver collector gains condition immunity to unsettled.
Chimera
The chimera gains the following trait:
Multiple Minds. The chimera has advantage on saving throws against telepathy powers.
Clockworks**
Clockworks gain condition immunity to unsettled.
Cranium Rat*
Its Telepathic Shroud trait also makes it immune to telepathy powers. The swarm of cranium rats gains the following trait:
Psionic Manifester. The swarm is a 5th-level manifester with 7 power points. Its manifesting ability modifier is Intelligence (power save DC 13). As long as it has more than half of its hit points remaining, the swarm can manifest the following powers: apopsi, ego whip, psychic domination, telempathic projection.
Crawling Claw
The crawling claw gains condition immunity to unsettled.
Death Dog
The death dog gains condition immunity to unsettled and the following trait:
Multiple Minds. The death dog has advantage on saving throws against telepathy powers.
Death Knight
The death knight gains condition immunity to unsettled.
Deathlock**
Deathlocks gain condition immunity to unsettled.
Deep Scion*
The deep scion gains condition immunity to unsettled.
Demilich
The demilich gains condition immunity to unsettled.
Demons
All demons gain condition immunity to unsettled as well as the following trait if it has the Magic Resistance trait:
Psionic Resistance. The alkilith has advantage on saving throws against psionics and other psychic effects.
Demon, Alkilith**
The alkilith gains the following trait:
Malevolent Presence. The alkilith can create an Intensity 15 spiritfont with a range of 25 feet as an action.
Alternately, the alkilith can take control of an existing spiritfont, including a spiritwell, by concentrating for 1 hour. The spiritfont must succeed on a DC 16 Intensity saving throw or become controlled. The alkilith can control no more than 2 spiritfonts at once.
Demon, Balor
The balor gains the following traits:
Dominating Presence. While possessing a host, it can create an Intensity 22 spiritfont with a range of 60 feet as an action. The balor can create up to 6 connected spiritfonts, with the first one acting as a spiritwell. Each spiritfont must be within 60 feet of another one.
Alternately, the balor can take control of an existing spiritfont, including a spiritwell, by concentrating for 1 hour. The spiritfont must succeed on a DC 20 Intensity saving throw or become controlled. The balor can control no more than 6 spiritfonts at once.
Possession. The balor’s possession save DC is 20 (Charisma based). It is a Usurper that can possess a creature or an object within 30 feet of it by concentrating for 1 minute. When the balor possesses a target, its body assumes a spiritual form and is subsumed by its host.
Demon, Glabrezu
The glabrezu gains the following traits:
Possession. The glabrezu’s possession save DC is 16 (Intelligence based). It is an Influencer that can possess an object within 30 feet of it or a creature in contact with its host as an action. When the glabrezu possesses a target, its body enters a state of suspended animation. The glabrezu will typically possess an object in a location where its body is safe, and use a minion or ally to relocate its host to where it can cause the most mayhem. The glabrezu can use its Innate Spellcasting trait while it possesses a host.
Presence. While possessing a host, it can create an Intensity 16 spiritfont with a 45 feet range as an action.
Demon, Goristro
The goristro gains the following traits:
Dominating Presence. While possessing a host, it can create an Intensity14 spiritfont with a range of 40 feet by concentrating for 1 hour. The goristro can create up to 2 connected spiritfonts, with the first one acting as a spiritwell. Each spiritfont must be within 40 feet of another one.
Alternately, the goristro can take control of an existing spiritfont, including a spiritwell, by concentrating for 1 hour. The spiritfont must succeed on a DC 14 Intensity saving throw or become controlled. The goristro can control no more than 2 spiritfonts at once.
Possession. The goristro’s possession save DC is 16 (Charisma based). It is a Puppeteer that can possess an object when a greater demon finishes a 10 minute ritual to bind the goristro to the host. When the goristro possesses a target, its body enters a state of suspended animation.
Demon, Hezrou
The hezrou gains the following traits:
Possession. The hezrou’s possession save DC is 12 (Charisma based). It is an Influencer that can possess an object when a greater demon finishes a 10 minute ritual to bind the hezrou to the host. When the hezrou possesses a target, its body assumes a spiritual form and is subsumed by its host.
Presence. While possessing a host, it can create an Intensity 13 spiritfont with a range of 30 feet by concentrating for 1 hour.
Demon, Marilith
The marilith gains the following traits:
Dominating Presence. While possessing a host, it can create an Intensity 20 spiritfont with a range of 50 feet by concentrating for 1 hour.
Alternately, the marilith can take control of an existing spiritfont, including a spiritwell, by concentrating for 1 hour. The spiritfont must succeed on a DC 18 Intensity saving throw or become controlled. The marilith can control no more than 5 spiritfonts at once.
Possession. The marilith’s possession save DC is 18 (Charisma based). It is a Puppeteer that can possess a creature or an object within 30 feet of it by concentrating for 1 minute. When the marilith possesses a target, its body assumes a spiritual form and is subsumed by its host.
Demon, Molydeus**
The molydeus gains the following traits:
Dominating Presence. While possessing a host, it can create an Intensity 24 spiritfont with a range of 60 feet as an action.
Alternately, the molydeus can take control of an existing spiritfont, including a spiritwell, by concentrating for 1 hour. The spiritfont must succeed on a DC 22 Intensity saving throw or become controlled. The molydeus can control no more than 7 spiritfonts at once.
Possession. The molydeus’s possession save DC is 22 (Charisma based). It is a Usurper that can possess an object within 30 feet of it as an action. When the molydeus possesses a target, its body assumes a spiritual form and is subsumed by its host.
Demon, Nabassu**
The nabassu gains the following traits:
Possession. The nabassu’s possession save DC is 16 (Charisma based). It is an Influencer that can possess an object within 30 feet of it as an action. When the nabassu possesses a target, its body assumes a spiritual form and is subsumed by its host.
Presence. While possessing a host, it can create an Intensity 17 spiritfont with a range of 30 feet by concentrating for 1 hour.
Demon, Nalfeshnee
The nalfeshnee gains the following traits:
Dominating Presence. While possessing a host, it can create an Intensity 19 spiritfont with a range of 50 feet as an action. The nalfeshnee can create up to 4 connected spiritfonts, with the first one acting as a spiritwell. Each spiritfont must be within 50 feet of another one.
Alternately, the nalfeshnee can take control of an existing spiritfont, including a spiritwell, by concentrating for 1 hour. The spiritfont must succeed on a DC 17 Intensity saving throw or become controlled. The nalfeshnee can control no more than 4 spiritfonts at once.
Possession. The nalfeshnee’s possession save DC is 17 (Intelligence based). It is an Influencer that can possess a creature or an object within 30 feet of it as an action. When the nalfeshnee possesses a target, its body assumes a spiritual form and is subsumed by its host. The nalfeshnee can use its Horror Nimbus trait while it possesses a host.
Demon, Shadow
The shadow demon gains the following trait:
Possession. The shadow demon’s possession save DC is 12 (Charisma based). It is a Rider that can possess an object or an unaware creature within 10 feet of it as an action. When the shadow demon possesses a target, its body assumes a spiritual form and is subsumed by its host.
Demon, Sibriex**
The sibriex gains the following traits:
Dominating Spirit. The sibriex can create an Intensity 25 spiritfont with a range of 100 feet as an action. It can create up to 7 connected spiritfonts, with the first one acting as a spiritwell. Each spiritfont must be within 100 feet of another one.
Alternately, the sibriex can take control of an existing spiritfont, including a spiritwell, as an action. The spiritfont must succeed on a DC 27 Intensity saving throw or become controlled. The sibriex can control no more than 7 spiritfonts at once.
Dream Architect. The sibriex acts as a dream architect while on the Dreamscape.
Demon, Vrock
The vrock gains the following traits
Possession. The vrock’s possession save DC is 10 (Charisma based). It is a Rider that can possess an object when a greater demon finishes a 10 minute ritual to bind the vrock to the host. When the vrock possesses a target, its body enters a state of suspended animation. The vrock can use its Stunning Screech trait while it possesses a host.
Demon Lords**
All demon lords gain condition immunity to stasis and unsettled and the following traits:
Dominating Spirit. The demon lord can create a spiritfont using its highest mental ability score with a range of 20 feet per ability modifier (minimum of 50 feet) as an action. It can create up to 10 + ability modifier connected spiritfonts, with the first one acting as a spiritwell.
Alternately, the demon lord can automatically take control of an existing spiritfont, including a spiritwell, as an action. The demon lord can control any number of spiritfonts at once, but can control only 1 spirit well.
Dream Architect. The demon lord acts as a dream architect while on the Dreamscape.
Psionic Resistance. The demon lord has advantage on saving throws against psionics and other psychic effects.
Devils
All devils gain condition immunity to unsettled as well as the following trait if it has the Magic Resistance trait:
Psionic Resistance. The devil has advantage on saving throws against psionics and other psychic effects.
Devil, Amnizu**
The amnizu gains the following traits:
Dominating Presence. While possessing a host, it can create an Intensity 20 spiritfont with a range of 50 feet by concentrating for 1 hour. The amnizu can create up to 5 connected spiritfonts, with the first one acting as a spiritwell. Each spiritfont must be within 50 feet of another one.
Alternately, the amnizu can take control of an existing spiritfont, including a spiritwell, by concentrating for 1 hour. The spiritfont must succeed on a DC 19 Intensity saving throw or become controlled. The amnizu can control no more than 5 spiritfonts at once.
Possession. The amnizu’s possession save DC is 19 (Intelligence). It is an Influencer that can possess a creature or object within 30 feet by concentrating for 1 minute. When the amnizu possesses a target, its body enters a state of suspended animation.
Devil, Barbed
The barbed devil gains the following traits:
Dominating Presence. While possessing a host, it can create an Intensity 14 spiritfont with a range of 45 feet by concentrating for 1 hour. The barbed devil can create up to 2 connected spiritfonts, with the first one acting as a spiritwell. Each spiritfont must be within 45 feet of another one.
Alternately, the barbed devil can take control of an existing spiritfont, including a spiritwell, by concentrating for 1 hour. The spiritfont must succeed on a DC 14 Intensity saving throw or become controlled. The barbed devil can control no more than 2 spiritfonts at once.
Possession. The barbed devil’s possession save DC is 13 (Charisma). It is a Rider that can possess an object within 30 feet by concentrating for 1 minute. When the barbed devil possesses a target, its body enters a state of suspended animation.
Devil, Bone
The bone devil gains the following traits:
Dominating Presence. While possessing a host, it can create an Intensity 16 spiritfont with a range of 45 feet as an action. The bone devil can create up to 3 connected spiritfonts, with the first one acting as a spiritwell. Each spiritfont must be within 45 feet of another one.
Alternately, the bone devil can take control of an existing spiritfont, including a spiritwell, by concentrating for 1 hour. The spiritfont must succeed on a DC 15 Intensity saving throw or become controlled. The bone devil can control no more than 3 spiritfonts at once.
Possession. The bone devil’s possession save DC is 15 (Charisma based). It is a Rider that can possess an object within 30 feet by concentrating for 1 minute. When the bone devil possesses a target, its body assumes a spiritual form and is subsumed by its host.
Devil, Chain
The chain devil gains the following trait:
Disturbed. Each living creature that starts its turn with 20 feet of the devil must succeed on a DC 14 Wisdom saving throw or become unsettled for 1 minute. If a target’s saving throw is successful, the target is immune to the devil’s Disturbed trait for 24 hours.
Devil, Erinyes
The erinyes gains the following traits:
Possession. The erinyes’s possession save DC is 16 (Charisma based). It is an Influencer that can possess a creature within 60 feet of it by concentrating for 1 minute. When the erinyes possesses a target, its body assumes a spiritual form and is subsumed by its host.
Presence. While possessing a host, once each minute, the erinyes can harm its host to gain compliance as an action. The host must make a DC 16 Charisma saving throw. If the save is failed, the host takes 13 (3d8) psychic damage. If the save succeeds, the host takes half the damage.
Devil, Ice
The ice devil gains the following traits:
Dominating Presence. While possessing a host, it can create an Intensity 18 spiritfont with a range of 50 feet as an action. The ice devil can create up to 4 connected spiritfonts, with the first one acting as a spiritwell. Each spiritfont must be within 50 feet of another one.
Alternately, the ice devil can take control of an existing spiritfont, including a spiritwell, by concentrating for 1 hour. The spiritfont must succeed on a DC 17 Intensity saving throw or become controlled. The ice devil can control no more than 4 spiritfonts at once.
Possession. The ice devil’s possession save DC is 17 (Charisma based). It is an Influencer that can possess an object within 30 feet of it by concentrating for 1 minute. When the ice devil possesses a target, its body assumes a spiritual form and is subsumed by its host.
Devil, Pit Fiend
The pit fiend gains the following traits:
Dominating Spirit. It can create an Intensity 24 spiritfont with a range of 80 feet as an action. The pit fiend can create up to 7 connected spiritfonts, with the first one acting as a spiritwell. Each spiritfont must be within 80 feet of another one.
Alternately, the pit fiend can take control of an existing spiritfont, including a spiritwell, by concentrating for 1 hour. The spiritfont must succeed on a DC 21 Intensity saving throw or become controlled. The pit fiend can control no more than 7 spiritfonts at once.
Possession. The pit fiend’s possession save DC is 21 (Charisma based). It is a Usurper that can possess a creature with fewer than 25 hit points or an object as an action. When the pit fiend possesses a target, its body assumes a spiritual form and is subsumed by its host. The pit fiend can use its Fear Aura and Innate Spellcasting traits while it possesses a host.
Devils: Archdevils**
All archdevils gain condition immunity to stasis and unsettled and the following traits:
Dominating Spirit. The archdevil can create a spiritfont using its Charisma with a range of 20 feet per Charisma modifier (minimum of 50 feet) as an action. It can create up to 10 + Charisma modifier connected spiritfonts, with the first one acting as a spiritwell.
Alternately, the archdevil can automatically take control of an existing spiritfont, including a spiritwell, as an action. The archdevil can control any number of spiritfonts at once, but can control only 1 spirit well.
Dream Architect. The archdevil acts as a dream architect while on the Dreamscape.
Infernal Abjection. The archdevil can place a devil within an object, causing the devil to possess it as a host by completing a 10-minute ritual. An unwilling devil must succeed on a Wisdom saving throw against the archdevil’s possession save DC (8 + Charisma modifier + proficiency bonus) or be forced into the object as a Rider; if the devil is a subordinate to the archdevil, it has disadvantage on its saving throw. As an action, the archdevil can restore the devil, even if it is on another plane of existence.
Psionic Resistance. The archdevil has advantage on saving throws against psionics and other psychic effects.
Devourer*
The devourer gains condition immunity to unsettled.
Dracolich
The dracolich gains condition immunity to unsettled and the following trait:
Psionic Resistance. The dracolich has advantage on saving throws against psionics and other psychic effects.
Draegloth*
The draegloth gains condition immunity to unsettled.
Eidolon**
The eidolon gains condition immunity to unsettled and the following trait:
Nonbiological. The eidolon can’t be the target of psychometabolism powers.
Elder Elementals**
Elder elementals gain condition immunity to unsettled and the following trait:
Spiritual Resilience. The elder elemental is not affected by the effects of a spiritfont. Whenever it is in the space of the center of a spiritfont, that spiritfont is rendered dormant until the elder elemental moves.
Empyrean
The empyrean gains condition immunity to unsettled and the following trait:
Psionic Resistance. The empyrean has advantage on saving throws against psionics and other psychic effects.
Ettin
The ettin gains the following trait:
Multiple Minds. The ettin has advantage on saving throws against telepathy powers.
Flameskull
The flameskull gains condition immunity to unsettled and the following trait:
Psionic Resistance. The flameskull has advantage on saving throws against psionics and other psychic effects.
Flumph
Its Telepathic Shroud trait also makes it immune to telepathy powers.
Galeb Duhr
The galeb duhr gains the following trait:
Psionic Resistance. The galeb duhr has advantage on saving throws against psionics and other psychic effects.
Gargoyle
The gargoyle gains the following trait:
Nonbiological. The gargoyle can’t be the target of psychometabolism powers.
Ghost
The ghost gains condition immunity to unsettled and the following traits:
Dominating Presence. While possessing a host, it can create an Intensity 17 spiritfont with a range of 45 feet as an action. The ghost can create up to 3 connected spiritfonts, with the first one acting as a spiritwell. Each spiritfont must be within 45 feet of another one.
Alternately, the ghost can take control of an existing spiritfont, including a spiritwell, by concentrating for 1 hour. The spiritfont must succeed on a DC 13 Intensity saving throw or become controlled. The ghost can control no more than 3 spiritfonts at once.
Possession. The ghost’s possession save DC is 13 (Charisma based). It is a Controller that can possess a creature or an object within 5 feet of it as an action. When the ghost possesses a target, its body assumes a spiritual form and is subsumed by its host.
Ghoul
All ghouls gains condition immunity to unsettled.
Giant, Frost, Everlasting One*
The everlasting one frost giant gains the following trait only if Extra Heads is present:
Multiple Minds. The giant has advantage on saving throws against telepathy powers.
Giant, Stone, Dreamwalker*
The dreamwalker stone giant gains the following trait:
Dream Actor. The giant acts as a dream actor while on the Dreamscape.
Gibbering Mouther
The gibbering mouther gains condition immunity to unsettled.
Golem, Clay
The clay golem gains condition immunity to unsettled and the following trait:
Nonbiological. The golem can’t be the target of psychometabolism powers.
Golem, Flesh
The flesh golem gains condition immunity to unsettled and the following trait:
Tormented. At the start of each of its turns, the golem ends each telepathic effect afflicting it.
Golem, Iron
The iron golem gains condition immunity to unsettled and the following trait:
Nonbiological. The golem can’t be the target of psychometabolism powers.
Golem, Stone
The stone golem gains condition immunity to unsettled and the following trait:
Nonbiological. The golem can’t be the target of psychometabolism powers.
Gorgon
The gorgon gains the following trait:
Aberrant Biology. The gorgon is immune to psychometabolism powers which change its form.
Hags
All hags gain condition immunity to unsettled.
Hag, Night
The night hag gains the following traits:
Dream Architect. The hag acts as a dream architect while on the Dreamscape.
Psionic Resistance. The hag has advantage on saving throws against psionics and other psychic effects.
Hag, Sea
Its Death Glare can also target an unsettled creature.
Helmed Horror
The helmed horror gains condition immunity to unsettled and the following traits:
Nonbiological. The helmed horror can’t be the target of psychometabolism powers.
Psionic Resistance. The helmed horror has advantage on saving throws against psionics and other psychic effects.
Howler**
The howler gains condition immunity to unsettled.
Hydra
The hydra gains the following trait:
Multiple Minds. The hydra has advantage on saving throws against telepathy powers.
Ki-rin*
The ki-rin gains condition immunity to unsettled and the following traits:
Psionic Resistance. The ki-rin has advantage on saving throws against psionics and other psychic effects.
Kraken
The kraken gains condition immunity to unsettled. Its Freedom of Movement trait also applies to psionic effects.
Lich
The lich gains condition immunity to unsettled.
Marut**
The marut gains condition immunity to stasis and unsettled and the following traits:
Nonbiological. The marut can’t be the target of psychometabolism powers.
Psionic Resistance. The marut has advantage on saving throws against psionics and other psychic effects.
Spiritual Control. The marut can sense spiritfonts within 1 mile. As a bonus action, the marut can automatically render one spiritfont it senses dormant for 24 hours.
Meenlock*
The meenlock gains condition immunity to unsettled. Its traits are considered psionic and not magic.
Mind Flayers
Their traits and actions are considered psionic and not magic. All mind flayers gain the following trait:
Psionic Resistance. The mind flayer has advantage on saving throws against psionics and other psychic effects.
Mummy
The mummy gains condition immunity to unsettled.
Mummy Lord
The mummy lord gains condition immunity to unsettled and the following trait:
Psionic Resistance. The mummy lord has advantage on saving throws against psionics and other psychic effects.
Naga, Bone
The bone naga gains condition immunity to unsettled.
Naga, Spirit
The spirit naga gains the following trait:
Possession. The spirit naga’s possession save DC is 16 (Charisma based). It is a Rider that can possess a creature with 0 hit points within 10 feet of it by concentrating for 1 minute. When the spirit naga possesses a target, its body assumes a spiritual form and is subsumed by its host. The spirit naga can use its Innate Spellcasting trait while it possesses a host.
Neothelid*
Its traits are considered psionic and not magic. The neothelid gains the following trait:
Psionic Resistance. The neothelid has advantage on saving throws against psionics and other psychic effects.
Nightwalker**
The nightwalker gains condition immunity to unsettled and the following trait:
Usurping Presence. The nightwalker can take control of an existing spiritfont, including a spiritwell, by concentrating for 1 minute. The spiritfont must succeed on a DC 15 Intensity saving throw or become controlled. The nightwalker can control only 1 spiritfonts at once.
Ogre, Oni
The oni gains condition immunity to unsettled and the following traits:
Possession. The oni’s possession save DC is 15 (Charisma based). It is an Influencer that can possess an object within 5 feet of it by concentrating for 1 minute. When the oni possesses a target, its body assumes a spiritual form and is subsumed by its host.
Presence. While possessing a host, it can create an Intensity 17 spiritfont with a range of 40 feet as an action. The oni can create up to 2 connected spiritfonts, with the first one acting as a spiritwell. Each spiritfont must be within 40 feet of another one.
Ooze
All oozes gains condition immunity to unsettled.
Orc, Tanarukk*
The tanarukk gains the following trait:
Psionic Resistance. The tanarukk has advantage on saving throws against psionics and other psychic effects.
Rakshasa
The rakshasa gains condition immunity to unsettled and the following trait:
Possession. The rakshasa’s possession save DC is 18 (Charisma based). It is a Controller (transformation) that can possess a dead humanoid creature that was murdered within the Material Plane while the rakshasa is in the Nine Hells. When the rakshasa possesses a target, the target transforms into the creature described in the Monster Manual, while the rakshasa’s true body remains safe within the Nine Hells.
Redcap*
The redcap gains condition immunity to unsettled.
Retriever**
The retriever gains condition immunity to unsettled and the following trait:
Nonbiological. The retriever can’t be the target of psychometabolism powers.
Scarecrow
The scarecrow gains condition immunity to unsettled and the following trait:
Nonbiological. The scarecrow can’t be the target of psychometabolism powers.
Shadow
The shadow gains condition immunity to unsettled.
Shield Guardian
The shield guardian gains condition immunity to unsettled and the following trait:
Nonbiological. The shield guardian can’t be the target of psychometabolism powers.
Skeletons
All skeletons gain condition immunity to unsettled.
Skull Lord**
The skull lord gains condition immunity to unsettled and the following trait:
Multiple Minds. The skull lord has advantage on saving throws against telepathy powers.
Slaadi
All slaadi gain condition immunity to unsettled and the following trait:
Psionic Resistance. The slaad has advantage on saving throws against psionics and other psychic effects.
Sorrowsworn**
All sorrowsworn gain condition immunity to unsettled.
Sorrowsworn, The Angry**
The Angry also gains the following trait:
Multiple Minds. The Angry has advantage on saving throws against telepathy powers.
Spawn of Kyuss*
The spawn of Kyuss gains condition immunity to unsettled.
Specter
The specter gains condition immunity to unsettled.
Star Spawns**
All star spawns gain condition immunity to unsettled.
Steel Predator**
The steel predator gains condition immunity to unsettled and the following trait:
Nonbiological. The steel predator can’t be the target of psychometabolism powers.
Psionic Resistance. The tanarukk has advantage on saving throws against psionics and other psychic effects.
Succubus
The succubus gains condition immunity to unsettled and the following traits:
Possession. The succubus’s possession save DC is 15 (Charisma based). It is an Influencer that can possess a sleeping creature within 5 feet of it or an object it touches by concentrating for 1 minute. When the succubus possesses a target, its body assumes a spiritual form and is subsumed by its host.
Presence. While possessing a creature, the succubus can use its action once each round to grant its host advantage or disadvantage on a d20 roll to compel it to compliance. It can also create an Intensity 15 spiritfont with a range of 40 feet as an action.
Swarms
All swarms gain condition immunity to unsettled.
Sword Wraith**
The sword wraith gains condition immunity to unsettled.
Tarrasque
The tarrasque gains condition immunity to unsettled and the trait below. Its Reflective Carapace trait also applies to psionic powers.
Psionic Resistance. The tarrasque has advantage on saving throws against psionics and other psychic effects.
Vampiric Mist**
The vampiric mist gains condition immunity to unsettled.
Vargouille*
The vargouille gains condition immunity to unsettled.
Water Weird
The water weird gains condition immunity to unsettled and the following traits:
Nonbiological. The water weird can’t be the target of psychometabolism powers.
Psionic Resistance. The water weird has advantage on saving throws against psionics and other psychic effects.
Wight
The wight gains condition immunity to unsettled.
Will-o’-Wisp
The will-o’-wisp gains condition immunity to unsettled and the following trait:
Nonbiological. The water weird can’t be the target of psychometabolism powers.
Wraith
The wraith gains condition immunity to unsettled and the following traits:
Possession. The wraith’s possession save DC is 13 (Charisma based). It is a Rider that can possess an object within 5 feet of it by concentrating for 1 minute. When the wraith possesses a target, its body assumes a spiritual form and is subsumed by its host.
Presence. While possessing a host, it can create an Intensity 15 with a range of 40 feet spiritfont as an action. The wraith can create up to 2 connected spiritfonts, with the first one acting as a spiritwell. Each spiritfont must be within 40 feet of another one.
Yeth Hound*
The yeth hound gains condition immunity to unsettled.
Yuan-ti, Nightmare Speaker*
The nightmare speaker yuan-ti gains the following trait:
Dream Actor. The yuan-ti acts as a dream actor while on the Dreamscape.
Yugoloth
All yugoloths gain condition immunity to unsettled as well as the following trait if it has the Magic Resistance trait:
Psionic Resistance. The canoloth has advantage on saving throws against psionics and other psychic effects.
Yugoloth, Arcanoloth
The arcanoloth gains condition immunity to unsettled and the following traits:
Possession. The arcanoloth’s possession save DC is 20 (Intelligence based). It is an Influencer that can possess an object it touches as an action. When the arcanoloth possesses a target, its body assumes a spiritual form and is subsumed by its host. The arcanoloth can use its Innate Spellcasting trait while it possesses a target.
Presence. While possessing a host, once each minute, the arcanoloth can harm its host to gain compliance as an action. The host must make a DC 20 Charisma saving throw. If the save is failed, the host takes 15 (3d6 + 5) psychic damage. If the save succeeds, the host takes half the damage.
Yugoloth, Ultroloth
The ultroloth gains condition immunity to unsettled and the following trait:
Possession. The ultroloth’s possession save DC is 17 (Charisma based). It is a Controller that can possess a creature that meets its gaze as an action. When the ultroloth possesses a target, its body enters a state of suspended animation. The ultroloth can use its Innate Spellcasting trait while it possesses a target.
Zombies
All zombies gain condition immunity to unsettled.