Tentacled mask. The chosen wears a magical mask that covers half their face. This mask causes all creatures that look at them to make a DC 21 Wisdom saving throw or be under the effects of the confusion spell for the following minute. If a creature makes the saving throw on their first time they are immune to the effects of this for 24 hours. A creature that fails this save can repeat the saving throw at the end of each turn.
Dreaming talisman. The talisman of the chosen can use their action to hold the head of someone asleep and enter their dreams and change them as they wish (dm's digression).
Eldritch invocations. The chosen has the following invocations granting the following benefits as listed:
Eldritch mind: Advantage on constitution saving throws for maintaining concentration.
Gaze of two minds: (To big for stats see general description and apply to stats).
Gift of the depths: Gained swim speed, can cast water breathing once per long rest no spell slot needed.
Grasp of Hadar: If the chosen hit a target with the eldritch blast spell they are pulled in a straight line 10ft towards the chosen.
Mire the Mind: The chosen can cast the slow spell once per long rest without any spell slots expended.
Rebuke of the Talisman: When the chosen is wearing their talisman and is hit by an attacker within 30ft of them they can choose to use their reaction to cause that attacker to take 6 psychic damage and the target is pushed 10ft away from the chosen.
Sign of Ill omen: The chosen can cast Bestow Curse once using a warlock spell slot. They can't do so again until they finish a long rest.
Visions of distant realms: The chosen can cast Arcane Eye at will, without expending a spell slot.
Witch sight: The chosen can see the true form of any shapechanger or creature concealed by illusion or transmutation magic while the creature is within 30 feet of it and within line of sight.
Legendary Resistance (2/Day). If the chosen fails a saving throw, it can choose to succeed instead.
Magic Resistance. The chosen has advantage on saving throws against spells and other magical effects.
Spellcasting. The chosen is a 20th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 21, 13 to hit with spell attacks). It regains its expended spell slots when it finishes a short or long rest. It knows the following warlock spells:
Cantrips (at will): Eldritch Blast (see invocations listed above), Infestation, Mage Hand, Prestidigitation
5th level (4 slots): Arms of Hadar, Banishment, Counterspell, Crown of Madness, Dissonant Whispers, Dominate Person, Evard's Black Tentacles, Hunger of Hadar, Mind Spike, Phantasmal Force, Spirit Shroud, Summon Aberration, Synaptic Static, Tasha's hideous Laughter, Telekinesis
Mystic Arcanum. The chosen can cast each of the following spells once per long rest. Using this feature has the spell attack bonus and saving throws identical to the chosen's innate spellcasting. They are the following and can't be up cast for any reason: Eyebite, Power Word Pain, Feeblemind, Psychic Scream.
Multi Attack. The chosen makes two attacks: one being the casting of the eldritch blast spell (Four beams) and uses their Delusion grasp. In addition the chosen can choose to exchange its eldritch blast for casting a different spell.
Delusion Grasp. Melee Weapon Attack: +8 to hit, reach 5 ft., 1 target. Hit: 12 (3d6 + 2) psychic damage and the target must make a DC 15 Charisma saving throw. On a failed saved the target is stunned until the end of the chosen's next turn. If their save total is below 7 then the target instantly become petrified unless the chosen chooses otherwise.
Eldritch Blast (Single Beam). RangedSpell Attack: +13 to hit, range 120 ft., 1 target. Hit: 5 (1d10) force damage and the target is pulled 10ft towards the chosen (only 1 target per round).
The chosen can take 2 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. The chosen regains spent legendary actions at the start of their turn.
Dark Jaunt (Costs 1 Action). Dark black tentacles surround Cthulhu's chosen and they teleport up to 60ft in any direction of their choice. Their exit location must be one that they can see from their position before teleporting.
Eldritch Blast (Costs 1 Action). The chosen casts Eldritch Blast using their Spellcasting trait (see actions for each beam for quick reference).
Description
Gaze of two minds:
You can use your action to touch a willing humanoid and perceive through its senses until the end of your next turn. As long as the creature is on the same plane of existence as you, you can use your action on subsequent turns to maintain this connection, extending the duration until the end of your next turn. While perceiving through the other creature's senses, you benefit from any special senses possessed by that creature, and you are blinded and deafened to your own surroundings.
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