mind of maddness. 5/day if the Brain of Cthulhu makes a attack of any kind they may use this effect, the opposing creature must make a dc 22 wisdom saving throw or take 15(2d10+5) psychic damage and be affected by the madness condition (short term)
Creepy Creepers! upon entering a field of battle the Brain of Cthulhu spawns 20 creepers (see creeper stat block) and Brain of Cthulhu's actions are limited to just spells
mind melt. 2/day brain of Cthulhu casts feeble mind as a bonus action requiring no spell slots this is also not counted as a leveled spell
unkillable. until all creepes are killed the brain is invincible
failed illusion. if a creature hits the brain for the first time they must make a dc 17 wisdom save or take the madness condition
pysionic teleport. 5/day teleport 30ft in any direction
legendary resistance. 3/day
true illusion. when all the creepers die the brain creates 3 copies of itself these copies have 15 hp and deal no damage a creature can only see which is the real one if they have true sight and all copies regenerate at the start of its turn
mind seep. 1/day the brain chooses a target that target suffers one level of exhaustion and any damage that target takes the brain heals this effect ends if the target dies
Spellcasting. The is a 18-level spellcaster. Its spellcasting ability is wisdom (spell save DC 22, +12 to hit with spell attacks). The brain has following spells prepared:
• Cantrips (at will): Mage Hand, Prestidigitation, Ray of Frost
• 1st Level (4 slots): Detect Magic, Magic Missile, Shield, Thunderwave
• 2nd Level (3 slots): Detect Thoughts, Invisibility, Acid Arrow, Mirror Image
• 3rd Level (3 slots): Animate Dead, Counterspell, Dispel Magic, Fireball
• 4th Level (3 slots): Blight, Dimension Door
• 5th Level (3 slots): Cloudkill, Scrying
• 6th Level (1 slot): Disintegrate, globe of invulnerability
• 7th level (1 slot): , plane shift
• 8th level (1 slot): Dominate Monster, Feeblemind
• 9th level (1 slot): power word kill
multiattack x3 the brain makes 3 attacks 2 with mind flail and one with terrifying gaze
mind flail. Action Melee Attack. Melee Weapon Attack: +15 to hit, reach 50ft., every player is the target. Hit: 35(6d10 + 5) [magical bludgeoning] damage. and each creature must make a dc 18 str save or be knocked prone Afterwords it randomly switches places with one if its copies
terrifying gaze Action Ranged Attack. Ranged Weapon Attack: +8 to hit, range 10/100 ft., 1 target. Hit: 20 (2d10 + 10) [psychic] damage. and the creature must make a dc 17 wisdom save or be frightened and take the madness (short term) condition
spin the brain simply spins in a circular formation (20ft from its original starting position) and any creature in the way must make a dex save or take 2(4d10) magical bludgeoning damage
shield
counterspell
mind flail
the brain gains 1d4 +1 legendary actions at the start of its turn
spit (costs 1 action) a creature must make a dc 17 dex save or take 10 (2d10) acid damage
mind flail (Costs 4 Actions). the brain attacks with mind flail
suffrage (costs 5 actions) 2 creatures of the brains choice must make a intelligence saving throw (dc 19) or take 2 stacks of exhaustion
Description
a gigantic pink fleshy brain after all the creepers
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.
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