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.
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
|
--
|
Coming Soon
|
Comments