Thousand Mind: chthulhu can concentrate on up to 4 spells simultaneously, and has advantage on all concentration checks
Spellcasting. Chthulhu is a 20th-level spellcaster. Its spellcasting ability is charisma (spell save DC , 27 +19 to hit with spell attacks). Chthulhu knows all spells
1st level (8 slots) 2nd level (8 slots) 3rd level ( 8 slots) 4th level (8 slots) 5th level (8 slots) 6th level (8 slots) 7th level(6 slots) 8th level (4 slots) 9th level (2 slots)
Multi attack. Cthulhu makes 4 attacks with the blade of worlds end, or 2 attacks and casts a spell
Blade of worlds end. Melee Weapon Attack: +20 to hit, reach 15 ft., single target. Hit: 44 (5d12 + 14) psychic damage. And the creature struck subtracks 1d6 from their next roll of any kind
Eldritch shower. RangedWeapon Attack: +24 to hit, range 120/300 ft., 1/5 target. Hit: 30 (2d10 + 10) force damage.
Thief of mind. If cthulhu sees a creature use a class feature he can use his reaction to gain a single use of that ability, this can be used 3 times and regains all uses after a long rest
Worlds end (Costs 1 Actions). Cthulhu makes 1 attack with the blade of world end
chaotic spell (costs 2 actions). cthulhu casts a spell
Mire mind (costs 1 action). Cthulhu selects a target eithin 120 feet and makes them use a badic attack against a target of his choice
Enter the description for how mythic actions work for your monster here.
Dream of endless torment (Costs 1Actions). Recharge 5/6 All creatures within 60ft of chthulu must make a wisdom saving throw vs his spell save dc. On a failure the creature enters a dream like state, suffering disadvantage on all attacks and saving throws, as well as tsking 2d12 damage every time they miss with an attack or fail a saving throw. A creature can use its action to retry the saving throw, waking themselves on a success, or a creature within 5ft can use its action to shake the effected creature awake, ending the effect in either case
Description
120ft tall, four, seven fingered arms hang long and muscular from a rotund torso covered in barnicles and sea floor plants, a face covered in tenticles gazez out with a large, circular orange eye
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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