Gargantuan Aberration (Titan), Chaotic Evil
Armor Class 25 Natural
Hit Points 600 (40d20 + 200)
Speed
STR
30 (+10)
DEX
18 (+4)
CON
30 (+10)
INT
30 (+10)
WIS
30 (+10)
CHA
30 (+10)
Saving Throws STR +19, WIS +19, CHA +19
Damage Resistances Force
Damage Immunities Psychic; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Condition Immunities Blinded, Charmed, Grappled
Senses Truesight 300ft, Passive Perception 18
Languages All Telepathic
Challenge 30 (155,000 XP)
Proficiency Bonus +9
Traits

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)

 

Actions

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.

Reactions

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

Legendary Actions

 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

 

Mythic Actions

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.

Habitat: Underwater

Slothinkayak

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