Medium Aberration (Human), Chaotic Evil
Armor Class 9 Leather
Hit Points 19 (3d8 + 6)
Speed 30 ft.
STR
18 (+4)
DEX
8 (-1)
CON
12 (+1)
INT
8 (-1)
WIS
12 (+1)
CHA
8 (-1)
Saving Throws STR +6
Skills Intimidation +3
Condition Immunities Charmed
Senses Passive Perception 12
Languages English and R'lyeahian
Challenge 1/2 (100 XP)
Proficiency Bonus +2
Traits

Sanity Saving Throw. The Cthulhu Cult Leader has tentacles where his hand should be and has a fish like face. His features are completely alien to most who see them. All players must roll a sanity saving throw (DC 6). If the roll is failed, the player receives a short-term madness effect.

Actions

Tentacle Grab. The Cult Leader grabs a player with his tentacles, and then attempts to choke said player.

Grab. Melee Weapon Attack: +0 to hit, reach 5 ft., one target. Hit: 0 (2d10 + 2) The player is grappled (escape DC 14).

Choke. Melee Weapon Attack: +6 to hit, reach 3ft., one target. Hit: 5 (1d20 + 0) 

Shadowy Expulsion. The leader expels different magic out of both hands at players twice.

Shadow Bolt. RangedWeapon Attack: +4 to hit, range 8/60 ft., one target. Hit: 5 (1d10 + 2) Necrotic damage.

Mind Flay. Ranged Weapon Attack: +5 to hit, range 6/25 ft., one target. Hit: 5 (2d10 +2) Psychic damage.

Description

The Cthulhu Cult Leader has, out of all the cultists, learned the most about the occult and has absorbed the most power. The great old one has gifted him immense strength, and tentacles. Due to this, he fearlessly leads his local cult camp, and rarely leaves the camp.

"ph'nglui mglw'nafh Cthulhu R'lyeh wgah'nagl fhtagn"

Previous Versions

Name Date Modified Views Adds Version Actions
1/3/2019 1:11:34 AM
10
1
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Coming Soon

Monster Tags: abberation

Habitat: Forest

Jordrend

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