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Golorr-possessed Korinn

Small humanoid (aberration), chaotic evil

Armor Class 16
Hit Points 168 (16d8 + 96)
Speed 30 ft.

STR 17 (+3) DEX 12 (+1) CON 23 (+6) INT 18 (+4) WIS 12 (+1) CHA 16 (+3)

Damage Immunities psychic
Damage Resistances cold, bludgeoning, piercing, and slashing from nonmagical attacks
Condition Immunities charmed, frightened, paralyzed, petrified, poisoned
Saving Throws Dex +6, Wis +6, Cha +8
Skills History +12, Perception +10
Senses Darkvision 60 ft., passive perception 16
Languages Any language
Challenge 15 (13,000 XP)

Embattled Mind. Golorr and Korinn are two minds battling over a single body. At the start of each turn Korinn can attempt to stop Golorr. On a successful DC 19 Intelligence Saving Throw, Golorr-possessed Korinn becomes stunned until her next turn.

Flash of Genius. When Golorr-possessed Korinn or another creature she can see within 30 feet makes an ability check or a saving throw, she can use her reaction to add her Intelligence modifier to the roll.

Innate Spellcasting. Golorr-possessed Korinn's innate spellcasting ability is Intelligence (spell save DC 16, +8 to hit with spell attacks). She can innately cast the following spells, requiring no material components:
At will: fire bolt (3 beams, +3 bonus to each damage roll), mending, enlarge/reduce (self only)
3/day: erupting earth (at level 5), wall of stone, greater restoration
1/day: power word stun, sunburst

Released from Stone. When Golorr-possessed Korinn is reduced to 0 hitpoints, the Stone of Golorr is destroyed and Korinn returns to normal at 1 hitpoint. The true aboleth form of Golorr is restored as well, at max hitpoints.

Multiattack. Golorr-possessed Korinn makes two infused pistol attacks.

Fire bolt. Ranged Spell Attack: +8 to hit, range 120ft, 3 beams. Hit: 17 (2d10 + 6) fire damage per beam. A flammable object hit by this spell ignites if it isn't being worn or carried.

Infused Pistol. Golorr-possessed Korinn has used powerful magic and artificery to infuse her pistol with mind-altering seeker bullets. She targets one creature she can see within 30 ft. The target is hit by magic missiles, and must succeed on a DC 14 Wisdom saving throw or take 12 (2d6 + 5) psychic damage as ammunition tears at their sanity.

Legendary Actions

Golorr-possessed Korinn can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time, and only at the end of another creature’s turn. Golorr-possessed Korinn regains spent legendary actions at the start of her turn.

Detect. Golorr-possessed Korinn makes a Wisdom (Perception) check.

Hurl Weapon. Golorr-possessed Korinn must have constructed a magical weapon to use this action. She hurls the weapon at a target she can see within 120 ft. The target must make a DC 18 Dexterity Saving Throw. On a failed save, the target takes 28 (6d6 + 7) magical piercing damage. On a successful save, the creature takes half as much damage. Afterwards, the weapons turns back into a useless heap of junk.

Cantrip (Costs 2 Actions). Golorr-possessed Korinn casts one cantrip.

Creation (Costs 3 Actions). Golorr-possessed Korinn uses telekinesis to construct a magical weapon that flies around her out of nearby materials. At the start of their turn, every creature within a range of 30 ft. must succeed on a DC 18 Dexterity Saving Throw. On a failed save, a creature takes 12 (3d6 + 2) magical slashing damage. On a successful save, the creature takes half as much damage.