Huge Aberration, Chaotic Evil
Armor Class 16 natural armor
Hit Points 218 (14d12 + 120)
Speed 15 ft., hover
STR
23 (+6)
DEX
10 (+0)
CON
22 (+6)
INT
18 (+4)
WIS
17 (+3)
CHA
23 (+6)
Saving Throws INT +8, WIS +7, CHA +10
Skills Deception +10, Persuasion +10
Damage Resistances Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Damage Immunities Necrotic
Senses Passive Perception 13
Languages All can't speak. telepathy 60ft
Challenge 11 (7,200 XP)
Proficiency Bonus +4
Traits

hiveminds influence. add the cerebium overlords charisma modifier to its AC.

Actions

multiattack. the cerebium overlord can make two slam attacks. or uses its draining halo then makes one slam attacks.

slam. Melee Weapon Attack: +10 to hit, reach 10 ft., 1 target. Hit: 11 (1d8 + 6) bludgeoning damage and 10 (2d8) necrotic damage.

sundering onslaught. the cerebium overlord lashes its inky black tendrils in a 60-foot line that is 5ft wide. each creature in the line must make a DC 16 dexterity saving throw, taking 32 (5d10) necrotic damage on a failed save, or half as much damage on a successful one.

draining halo. a strange black mist encircles a 15ft radius sphere centered on a point within 60ft each creature in the sphere must make a DC 18 charisma saving throw, nothing happens on a successful save but if they failed their save they become cursed, at the end of the cursed creatures turn it takes 4 (2d4) necrotic damage, additionally for each cursed creature within 300ft of the cerebium overlord increases its maximum hit points by 14 and any time it deals necrotic damage to a cursed creature it gains hit points equal  to half of the necrotic damage rounded down, if the cursed creature is reduced to 0 hit points a cerebium nematocyst appears on an empty space within 5ft of it and its curse ends, on the start of the cursed creatures turn it can make a saving throw to end the curse.

dark storm (recharge 5-6). a whirling storm of dark energy encircles the cerebium overlord each creature within 30ft of the cerebium overlord must make a DC 18 constitution saving throw, taking 23 (9d4) necrotic damage on a failed save, or half as much damage on a successful one, additionally the cerebium overlord gains temporary hit points equal to half the necrotic damage rounded down that last until the start of its next turn.

Reactions

hiveminds retort. whenever a cursed creature makes an attack roll against the cerebium overlord it can use its reaction to force the attacker to make a DC 15 wisdom saving throw or make the attack with disadvantage.

Legendary Actions

slam (Costs 1 Actions).  the cerebium overlord makes one slam attack

thrashing tendril (costs 2 actions) the cerebium overlord whips a foe with its tendrils. melee weapon attack + 10 to hit, reach 15ft., 1 target. hit: 11 (1d8 + 6) bludgeoning damage and 5 (1d8) necrotic damage and the target is knocked prone.

siphon negative energy (costs 3 actions) the cerebium overlord uses the negative energy of its curses to create reinforcements. the cerebium overlord picks any number of cursed creatures it can see those creatures lose there curse and a cerebium nematocyst appears on an empty space within 5ft of it.

 

Description

the cerebium overlord is a god of knowledge turned parasitic hivemind after being struck from the divine pantheon, its a strange vaguely humanoid creature made up of a pseudo solid black material that's been banished to the ethereal plane, it makes deals with mortals who desire great power and gives it to them in exchange for inhabiting there body's and gaining there knowledge and brainpower, each member of the hive intelligence it grows stronger and smarter and once it has gained enough power it will consume the world and go to war with the gods.

eightleggedtinycats

Comments

Posts Quoted:
Reply
Clear All Quotes