Medium Aberration, Chaotic Evil
Armor Class 20 Natural armor
Hit Points 525 (50d10 + 250)
Speed 30 ft., Walk 30 ft.
STR
20 (+5)
DEX
20 (+5)
CON
20 (+5)
INT
24 (+7)
WIS
22 (+6)
CHA
22 (+6)
Saving Throws INT +15, CHA +14
Skills Perception +14
Damage Immunities Poison, Psychic
Senses Truesight 120ft, Passive Perception 24
Languages Abyssal, Common, Deep Speech, Draconic
Challenge 28 (120,000 XP)
Proficiency Bonus +8
Traits

Magic Resistance. the queen of tentacles has advantage on saving throws against spells and other magical effects.

Legendary Resistance (3/day). If the queen of tentacles fails a saving throw, she can choose to succeed instead.

Innate Spellcasting. The queen of tentacles innate spellcasting ability is intelligence (spell save DC 23). The queen of tentacles can innately cast the following spells, requiring no components:
at will: detect thoughts, detect magic, levitate, plane shift, dispel magic.
3/day: counterspell                                                                                                                                                                                                                                                                          Regeneration. the queen of tentacles regains 20 hit points at the start of each of her turns

 

Actions

Multiattack. the queen of tentacles makes one tentacle attack and one eye ray attack

Tentacle. Melee Weapon Attack: +13 to hit, reach 5 ft., 1 target. Hit: 45 (8d10 + 5) psychic damage. 

Eye rays. the queen of tentacles shoots 2 of the following magical eye rays at random (reroll duplicates) choosing one or two creatures within 120 feet of the the queen.            1. Death Ray. the target must succeed on a DC 23 Dexterity saving throw or take 55 (10d10) necrotic damage. The target dies if the ray reduces it to 0 hit points                       2. Armor-piecing ray. the target must succeed on a DC 23 Dexterity saving throw or take 36 (6d12) force damage and decreased AC by 5                                                                        3. Push ray. the target must succeed on a DC 23 Strength saving throw or be pushed 100 feet away from its original spot if it hits something while getting pushed it takes a number d6s depending on how far it went 1d6 per 5 foot from there original spot.             4. Psychic ray. the target must succeed on a DC 23 intelligence saving throw or take 72 (12d12) psychic damage.

Legendary Actions

Eye ray (Costs 1 Action). make one eye ray attack

Mythic Actions

Enter the description for how mythic actions work for your monster here.

Mythic Action Name (Costs # Actions). Enter the description for your mythic action.

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.

elvishbattlelord

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