Medium Humanoid, Lawful Evil
Armor Class 16 armored shell
Hit Points 82 (15d8 + 15)
Speed
STR
10 (+0)
DEX
16 (+3)
CON
12 (+1)
INT
20 (+5)
WIS
14 (+2)
CHA
16 (+3)
Saving Throws INT +8, WIS +5
Damage Resistances Psychic; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Senses Passive Perception 15
Languages --
Challenge 7 (2,900 XP)
Proficiency Bonus +3
Traits

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.

Actions

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

Bonus Actions

Enter the description for how bonus actions work for your monster here.

Reactions

Reaction Name. Enter the description for your action.

Legendary Actions

Enter the description for how legendary actions work for your monster here.

Legendary Action Name (Costs # Actions). Enter the description for your legendary action.

Mythic Actions

Enter the description for how mythic actions work for your monster here.

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

Enter a description of your monster's lair here.

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:

  • Enter a description for a lair action.
  • 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:

  • Enter a regional effect description.
  • Enter a regional effect description.

If the [monster name] dies, these effects fade over the course of #d# days.

Cacuin

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