Huge Aberration, Chaotic Evil
Armor Class 18 (natural armor)
Hit Points 500 (25d20 + 238)
Speed 40 ft., Fly 80 ft., Swim 80 ft.
STR
20 (+5)
DEX
12 (+1)
CON
22 (+6)
INT
18 (+4)
WIS
24 (+7)
CHA
18 (+4)
Saving Throws WIS +16, CHA +13
Damage Resistances Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Condition Immunities Charmed, Frightened
Senses Truesight 240 ft., Passive Perception 23
Languages All
Challenge 30 (155,000 XP)
Proficiency Bonus +9
Traits

Legendary Resistance (3/Day). If the avatar fails a saving throw, it can choose to succeed instead.

Magic Resistance. The avatar has advantage on saving throws against spells and other magical effects.

Psychic Mirror. If the avatar takes psychic damage, each creature within 10 feet of the hulk takes that damage instead; the avatar takes none of the damage. In addition, the avatar’s thoughts and location can’t be discerned by magic.

Innate Spellcasting (Psionics). The avatar is a 20th-level spellcaster. Its innate spellcasting ability is Wisdom (spell save DC 21; +13 to hit with spell attacks). It can innately cast the following spells, requiring no components:

At will: mind sliver, infestation, vicious mockery, eldritch blast, true strike

1st level (4 slots): dissonant whispers, chaos bolt, bane, charm person

2nd level (3 slots): tasha's mind whip, phantasmal force, mind spike

3rd level (3 slots): feign death, counterspell, hold person

4th level (3 slots): phantasmal killer, hallucinatory terrain, banishment

5th level (3 slots): synaptic static, geas,dominate person

6th level (2 slots): mental prison, disintegrate

7th level (2 slots): mirage arcane, teleport

8th level (1 slots): feeblemind

9th level (1 slots): psychic scream

Actions

Multiattack. The avatar makes three tentacle attacks. If two or more attacks hit the same target, the target also takes 18 (4d8) psychic damage and must succeed on a DC 20 Constitution saving throw or be stunned until the end of the target’s next turn.

Tentacles. Melee Weapon Attack: +11 to hit, reach 10 ft., one creature. Hit: 26 (4d10 + 4) psychic damage. If the target is Medium or smaller, it is grappled (escape DC 20) and must succeed on a DC 18 Intelligence saving throw or be stunned until this grapple ends.

Extract Brain. Melee Weapon Attack: +11 to hit, reach 10 ft., one incapacitated humanoid grappled by the avatar. Hit: The target takes 55 (10d10) piercing damage. If this damage reduces the target to 0 hit points, the avatar kills the target by extracting and devouring its brain.

Legendary Actions

The avatar can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. The avatar regains spent legendary actions at the start of its turn.

Cantrip. The avatar casts a cantrip.

Cast a Spell. The avatar casts a spell.

Energy Drain (Costs 2 Actions). Each creature within 30 feet of the avatar must make a DC 15 Constitution saving throw. On a failed save, the creature’s hit point maximum is magically reduced by 10 (3d6). If a creature’s hit point maximum is reduced to 0 by this effect, the creature dies. A creature’s hit point maximum can be restored with the greater restoration spell or similar magic.

Detention (Costs 3 Actions). The avatar targets a creature it can see within 60 feet of it. The target must succeed on a DC 18 Charisma saving throw or be magically teleported to a harmless demiplane until the end of the avatar’s next turn, whereupon the target reappears in the space it left or the nearest unoccupied space if that space is occupied.

Description

 A monster of vaguely anthropoid outline, but with an octopus-like head whose face was a mass of feelers, a scaly, rubbery-looking body, prodigious claws on hind and fore feet, and long, narrow wings behind.

"The Call of Cthulhu"  H. P. Lovecraft

 

Lair and Lair Actions

On initiative count 20 (losing initiative ties), the avatar can take a lair action to cause one of the following magical effects; the avatar can’t use an effect again until it finishes a short or long rest:

  • The flow of time is altered such that every creature in the lair must reroll initiative. The avatar can choose not to reroll.
  • The avatar calls forth the spirits of creatures that died in its lair. These apparitions materialize and attack one creature that the avatar can see within 60 feet of it. The target must succeed on a DC 20 Constitution saving throw, taking 52 (15d6) necrotic damage on a failed save, or half as much damage on a success. The apparitions then disappear
  • The avatar targets any number of creatures it can see within 30 feet of it. No target can regain hit points until initiative count 20 on the next round.
  • The avatar shifts itself and up to seven other creatures it can see within in its lair to another plane of existence. Once outside its lair, the avatar can’t use lair actions, but it can return to its lair as a bonus action on its turn, taking up to seven creatures with it.

 

Previous Versions

Name Date Modified Views Adds Version Actions
3/14/2022 7:34:40 PM
7
6
1.0
Coming Soon
RolenGalanodel

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