Special Trait Name. Enter the description for your special trait.
Spellcasting. The C´thulhu is a 20th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 25, +17 to hit with spell attacks). The C´thulhu has following spells prepared:
Cantrips (at will):
1st level (4 slots):
2st level (4 slots):
3st level (4 slots):
4st level (4 slots): Confusion
5st level (4 slots): Legend Lore, Geas
6st level (3 slots): True Seeing*, Globe of Invulnerability, Disintegrate, Chain Lightning
7st level (3 slots): Teleport, Chain Lightning
8st level (2 slots): Mind Blank*, Illusory Dragon, Dominate Monster, Antimagic Field, Abi-Dalzim's Horrid Wilting
9st level (2 slots): Wish, Time Stop, Foresight*
Innate Spellcasting (Psionics). The C´thulhu innate spellcasting ability is Intelligence (spell save DC 25, +17 to hit with spell attacks). It can innately cast the following spells, requiring no components.
At will: Control Weather, Telekinesis, Confusion
3/day each: Telepathy, Psychic Scream, Weird, Maddening Darkness, Feeblemind, Mental Prison
Multiattack. The C´thulhu makes two slam or tentacle attacks, each of which it can replace with one use of Extract Brain.
Slam. Melee Weapon Attack: +15 to hit, reach 15 ft., one target. Hit: 35 (4d12 + 7) bludgeoning damage.
Tentacles. Melee Weapon Attack: +17 to hit, reach 10 ft., one creature. Hit: 23 (3d8 + 9) psychic damage. If the target is Large or smaller, it is grappled (escape DC 16) and must succeed on a DC 28 Intelligence saving throw or be stunned until this grapple ends.
The C´thulhu can take 3 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 C´thulhu regains spent legendary actions at the start of its turn.
Description
Enter a general description for your monster here.
Lair and Lair Actions
Enter a description of your monster's lair here.
Lair Actions
On initiative count # (losing initiative ties), the [monster name] takes a lair action to cause one of the following effects; the [monster name] can’t use the same effect two rounds in a row:
- Enter a description for a lair action.
- Enter a description for a lair action.
Regional Effects
The region containing a legendary [monster name]’s lair is [enter the effect description], which creates one or more of the following effects:
- Enter a regional effect description.
- Enter a regional effect description.
If the [monster name] dies, these effects fade over the course of #d# days.
Comments