Taste of Fear. Cazic-Thule feasts upon fear, restoring 10 hit points for each frightened creature within 100 ft. at the start of its turn.
Face of Fear. Cazic-Thule learns the true name and deepest fear of each frightened creature within 100 ft. at the start of its turn. All saving throws made against Cazic-Thule's abilities are made with disadvantage if facing its face.
Spiked Carapace. Cazic-Thule inflicts 5 piercing damage to creature who moves into or makes an attack within 5ft adjacent to the back half of its body.
Legendary Resistance (3/Day). If Cazic-Thule fails a saving throw, it can choose to succeed instead.
Magic Resistance. Cazic-Thule has advantage on saving throws against spells and other magical effects. This has no affect on saving throws against spells or other magical effects from creatures who are immune to frightened.
Siege Monster. Cazic-Thule deals double damage to objects and structures.
Ritual Summoning Interruption. Cazic-Thule has 100 reduced maximum hit points for each round of his ritual summoning that was interrupted. Cazic-Thule's Summoning takes 10 rounds to complete.
Multiattack. Cazic-Thule can use its Evoke Fear. It then makes four attacks with its claws. It may replace one claw attack with You Shall Not Evade Me.
Claw. Melee Weapon Attack: +19 to hit, reach 15ft., one target. Hit: 28 (4d8 + 10) slashing damage.
Evoke Fear. Each creature of Cazic-Thule’s choice within 120 feet of it and aware of it must succeed on a DC 15 Wisdom saving throw or become frightened for 2 turns. A creature can repeat the saving throw at the end of each of its turns, with disadvantage if Cazic-Thule is within line of sight, ending the effect on itself on a success. If a creature’s saving throw is successful or the effect ends for it, the creature is immune to the frightened conditions for 2 turns.
You Shall Not Evade Me. Cazic-Thule casts vortex warp at 9th level (DC 20 Con), which has 300 ft range, on a creature it can see. Cazic-Thule can cast this spell without sight of the target creature if it utters their true name. The creature also has its speed reduced to 0 until the end of its next turn.
Cower. Cazic-Thule can replace an attack of opportunity with this ability. The creature must succeed on a DC 15 Wisdom saving throw or be knocked prone and become frightened until the end of its next turn.
Cazic-Thule 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. Cazic-Thule regains spent legendary actions at the start of its turn.
Attack. Cazic-Thule makes one claw attack.
Move. Cazic-Thule moves up to half its speed.
Death Touch (Costs 3 Actions). Cazic-Thule attempts to inflict instant death on a creature within touch range. That creature must succeed on a DC 15 Constitution saving throw or die.
Lair and Lair Actions
Lair. Cazic-Thule lairs in temples dedicated to him, generally build of stone and in swampy regions.
At initiative order 20, a creature can use one of its lair action options. They can only use one lair action per round.
House of Fear. Cazic-Thule can, at will, construct a veil of deadly mindfire that incircles a region within 500 to 1000 ft. that persists until it removes the veil. Attempting to cross this veil inflicts 10d10 Fire and 10d10 Psychic damage.
Sacrificial Rite. Cazic-Thule commands a Cazicites to become a sacrifice, regaining 50 hit points.
Tendrils of Fear. Cazic-Thule commands plants within the temple to rise up and entangle (DC 15 Strength) any creature of its choice within 10ft of the temple's surface.
Effects on the region:
Dread Domain. Cazic-Thule's very presence in a region begins to warp reality. Darkness appears to grow, light appears to be less luminous, every creature feels tense with trepidation, and every sense of fear is escalated. Animals attempt to flee from the epicenter, plants begin to wither, and water closer to the epicenter begin to turn blood red.
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