Large Aberration, Any Evil Alignment
Armor Class 17 (natural armor)
Hit Points 153 (18d10 + 54)
Speed 30 ft., Swim 200 ft.
STR
16 (+3)
DEX
16 (+3)
CON
16 (+3)
INT
20 (+5)
WIS
20 (+5)
CHA
20 (+5)
Saving Throws CON +10, INT +12, WIS +12
Skills Arcana +18, History +12, Insight +9, Perception +9
Damage Resistances Cold, Lightning, Necrotic
Damage Immunities Poison; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Condition Immunities Charmed, Exhaustion, Frightened, Paralyzed, Poisoned
Senses Truesight 120 ft., Passive Perception 19
Languages Deep Speech, Telepathy 120 ft., Undercommon plus up to five other languages
Challenge 22 (41,000 XP)
Proficiency Bonus +7
Traits

Legendary Resistance (3/Day). If Corthidax fails a saving throw, he can choose to succeed instead.

Rejuvenation. when destroyed Corthidax gains a new body in 1d100+200 days, regaining all its hit points and becoming active again. The new body appears within the astral sea, but cant return by any means unless the brought back by other means.

Spellcasting. Corthidax is an 18th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 20, +12 to hit with spell attacks). The lich has the following Warlock, Cleric and Sorcerer spells prepared:

Cantrips (at will): eldritch blast, prestidigitation, chill touch

1st level (4 slots): detect magic, Arms of hadar, inflict wounds, thunderwave

2nd level (3 slots): acid arrow, detect thoughts, shatter, shadow blade

3rd level (3 slots): animate dead, counterspell, soul rend (Homebrew) (or fear, fireball

4th level (3 slots): blight, shadow of moil

5th level (3 slots): cloudkill, scrying

6th level (1 slot): harm, soul cage

7th level (1 slot): finger of death, forcecage

8th level (1 slot): dominate monster, maddening darkness

9th level (1 slot): imprisonment

Turn Resistance. Corthidax has advantage on saving throws against any effect that turns undead.

Magic Resistance. Corthidax has advantage on saving throws against spells and other magical effects.

Innate Spellcasting (Psionics). Corthidax’s innate spellcasting ability is Intelligence (spell save DC 20). It can innately cast the following spells, requiring no components.

At will: detect thoughts, levitate

1/day each: dominate monster, plane shift (self only)

Actions

Rotting Touch. Melee Spell Attack: +12 to hit, reach 5 ft., one creature. Hit: 10 (3d6) cold damage. The target must succeed on a DC 18 Constitution saving throw or take 1d6 necrotic damage at the beginning of their turn for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Tentacles. Melee Weapon Attack: +12 to hit, reach 5 ft., one creature. Hit: 21 (3d10 + 5) psychic damage. If the target is Large or smaller, it is grappled(escape DC 15) and must succeed on a DC 20 Intelligence saving throw or be stunned until this grapple ends.

Extract Soul. Melee Weapon Attack: +12 to hit, reach 5 ft., one incapacitated humanoid grappled by Corthidax. Hit: 55 (10d10) force damage. If this damage reduces the target to 0 hit points, the lich kills the target by extracting and devouring its brain.

Call fo the deep(Recharge 5–6). Corthidax magically emits horrifying moans in a 60-foot cone. Each creature in that area must succeed on a DC 18 Intelligence saving throw or be stunned for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Legendary Actions

Corthidax gains the following legendary action options, which replace all of Corthidax’s legendary actions.

Tentacles. Corthidax makes one attack with its tentacles.

Extract Soul (Costs 2 Actions). Corthidax uses Extract Soul.

Call of the deep (Costs 3 Actions). Corthidax recharges its Call of the deep and uses it.

Cast Spell (Costs 1–3 Actions). Corthidax uses a spell slot to cast a 1st-, 2nd-, or 3rd-level spell that it has prepared. Doing so costs 1 legendary action per level of the spell.

Monster Tags: Mind Flayer

Habitat: Underdark

Hex_deep

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