Charge. If the Cthulwool moves at least 20 feet straight toward a target and then hits it with a ram attack on the same turn, the target takes an extra 2 (1d4) bludgeoning damage. If the target is a creature, it must succeed on a DC 10 Strength saving throw or be knocked prone.
Sure-Footed. The Cthulwool has advantage on Strength and Dexterity saving throws made against effects that would knock it prone.
Magic Resistance. Cthulwool has advantage on saving throws against spells and other magical effects.
Innate Spellcasting (Psionics). The Cthulwool’s innate spellcasting ability is Intelligence (spell save DC 13). It can innately cast the following spells, requiring no components:
At will: mage hand, detect thoughts
1/day each: levitate, dominate person
Ram. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 3 (1d4 + 1) bludgeoning damage.
Tentacles. Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 7 (1d8 + 3) psychic damage. If the target is Medium or smaller, it is grappled (escape DC 13) and must succeed on a DC 13 Intelligence saving throw or be stunned until this grapple ends.
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