CR 6 – Aberration – The Felonious Conman
**Tier 2 play**
**Monster Name:** The Felonious Conman
**Size, Type, Alignment:** Medium, Aberration, Chaotic Neutral
**Core Stats:** Armor Class (AC) 15, Hit Points (HP) 85, Speed 30 ft.
**Ability Scores:**
Strength 12 (+1),
Dexterity 18 (+4),
Constitution 16 (+3),
Intelligence 14 (+2),
Wisdom 10 (+0),
Charisma 20 (+5)
**Proficiencies:** Saving Throws: Dexterity +7, Charisma +8; Skills: Deception +11, Persuasion +8, Insight +3
Damage Resistances: Psychic; Damage Immunities: None; Condition Immunities: Charmed, Frightened
**Senses:** Darkvision 60 ft., Truesight 30 ft., Passive Perception 12
**Languages:** Common, Infernal
**Challenge Rating (CR):** 6
**Special Abilities:**
– **Master of Deceit:** The Felonious Conman can cast *Charm Person* at will, targeting multiple creatures at once, with advantage on Charisma checks against charmed targets.
– **Smoke and Mirrors:** As a bonus action, it can create a 15-foot-radius illusion of itself that lasts for 1 minute. The illusion can move up to 30 feet away, and creatures must succeed on a DC 15 Intelligence saving throw to discern it as an illusion.
**Actions:**
– **Multiattack:** The Felonious Conman makes two attacks: one with its Charisma Drain and one with its Deceptive Strike.
– **Charisma Drain:** Melee Spell Attack: +8 to hit, reach 5 ft., one creature. Hit: 21 (4d8) psychic damage, and the target must succeed on a DC 15 Wisdom saving throw or have disadvantage on its next attack roll.
– **Deceptive Strike:** Ranged Spell Attack: +8 to hit, range 60 ft., one creature. Hit: 17 (2d10 + 4) psychic damage, and the target must succeed on a DC 15 Charisma saving throw or become frightened until the end of its next turn.
– **Illusionary Ambush (Recharge 5-6):** Create a burst of illusory clones at a point within 60 feet, forcing all creatures in a 20-foot radius to make a DC 15 Wisdom saving throw. On a failed save, they take 10 (3d6) psychic damage and are stunned until the end of their next turn.
**Description:** The Felonious Conman is a cunning aberration that thrives on deception and manipulation. Originating from a realm of warped perceptions, this creature embodies the spirit of trickery and fraud. Its strategy often involves creating distractions and illusions, drawing adversaries into confusion before striking with powerful psychic attacks. Its demeanor is charismatic and slippery, often taunting foes while weaving through battle with a sly smile, leaving them questioning what is real.