Command Drudge. Cephalyx drudges obey the cognifex’s telepathic commands, no matter how suicidal.
Innate Spellcasting (Psionics). The cognifex’s innate spellcasting ability is Intelligence (spell save DC 16). It can innately cast the following spells, requiring no components: At will: detect thoughts, hold person, mage hand 3/day: animate objects, arcane eye, wall of force 1/day each: mind blank, telekinesis
Master Chirurgeon. The cognifex has advantage on Wisdom (Medicine) checks.
Multiattack. The cognifex makes four melee attacks.
Prosthetic Blade. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) piercing damage. If the target is a humanoid and is hit by all four of the cognifex’s melee attacks in a single turn, the target is surgically mutilated in some capacity and must succeed on a DC 15 Constitution saving throw or have one its ability scores (the cognifex’s choice) permanently reduced by 1. The reduction lasts until removed by the greater restoration spell or similar magic. Other curative magic simply forms scar tissue.
Mind Blast (Recharge 5–6). The cognifex magically emits psychic energy in a 60-foot cone. Each creature in that area must succeed on a DC 15 Intelligence saving throw or take 41 (8d8 + 5) psychic damage and be stunned for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Hull Down. The cognifex seals its armor. Until it emerges, it has immunity to bludgeoning, slashing, and piercing damage from nonmagical attacks. While its armor is sealed, its speed is 0 and can’t be increased, it automatically fails Dexterity saving throws, it can’t take reactions, and the only action it can take is a bonus action to unseal its armor
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Reaction Name. Enter the description for your action.
Enter the description for how legendary actions work for your monster here.
Legendary Action Name (Costs # Actions). Enter the description for your legendary action.
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Mythic Action Name (Costs # Actions). Enter the description for your mythic action.
Description
Senses darkvision 60 ft., passive Perception 15 Languages understands all languages but chooses not to speak, telepathy 200 ft.
Lair and Lair Actions
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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:
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- 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:
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If the [monster name] dies, these effects fade over the course of #d# days.
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