Medium Aberration, Chaotic Evil
Armor Class 16 (natural armor)
Hit Points 200 (16d8 + 96)
Speed 30 ft., Burrow 50 ft., Fly 50 ft.
STR
17 (+3)
DEX
12 (+1)
CON
23 (+6)
INT
18 (+4)
WIS
12 (+1)
CHA
16 (+3)
Saving Throws DEX +6, WIS +6, CHA +8
Skills Intimidation +15, Perception +6, Persuasion +7
Damage Resistances Cold; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Damage Immunities Psychic
Senses Darkvision 60 ft., Truesight 60 feet , Passive Perception 16
Languages Deep Speech, Primordial, Telepathy
Challenge 16 (15,000 XP)
Proficiency Bonus +5
Traits

Innate Spellcasting. The Cahdigr Commander’s innate spellcasting ability is Charisma (spell save DC 16, +8 to hit with spell attacks). It can innately cast the following spells, requiring no material components:

At will: eldritch blast (3 beams, +3 bonus to each damage roll), minor illusion 

3/day: dominate monster, plane shift, evard’s black tentacles

1/day: circle of death, crown of madness

 

Aura of Madness. Creatures within 20 feet of the Cahdigr Spawn that aren’t aberrations have disadvantage on saving throws, as well as on attack rolls against creatures other than a Cahdigr Spawn.

Tentacles of Cahdigr: The Cahdigr Commander grapples another creature within 12 feet of it. The person being grappled must make a DC 15 strength saving throw, or remain grappled until they try again on their next turn.

One of Us:  If the Cahdigr Commander has grappled an opponent, they can attempt to absorb them into their porous bodies. This takes two turns to complete, and each time they use this ability the opponent takes 5D6 psychic damage until they are fully absorbed, upon which the Cahdigr spawn spits them out as Cahdigr spawn. This can only be undone by the wish spell.

Actions

Tentacle slam. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 7 (1d8 + 3) bludgeoning damage, 1d8 psychic damage, and the target must succeed on a DC 19 Constitution saving throw or be poisoned until the end of its next turn.

Terrifying Aura (Recharge 6). Each creature other than a Cahdigr within sight of the Commander must make a DC 15 wisdom saving throw or take 5D6 psychic damage, and take the “frightened” condition.

Aura of madness (recharge 6). Each creature within sight of the Cahdigr commander, other than Cahdigr’s, must make a DC 15 saving throw. Upon failing the saving throw, the people affected lose their sanity, and either act like wild animals or attack one another, with a 50% chance of either happening.

 

Reactions

Feed on Weakness. When a creature within 20 feet of the Commander fails a saving throw, the Commander gains 10 temporary hit points.

Legendary Actions

The Cahdigr Commander 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. The Cahdigr Commander regains spent legendary actions at the start of its turn.

Cantrip (Costs 2 Actions). The Cahdigr Commander casts one cantrip.

Tentacle Slam (Costs 2 Actions). The Cahdigr Commander makes one slam attack.

Terrifying aura: The Cahdigr commander casts “terrifying aura”.

Habitat: Mountain

Huggletime

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