Gargantuan Aberration (Beholder, Demon, Titan), Neutral Evil
Armor Class 2 Exposed heart
Hit Points 107 (6d10 + 67)
Speed 35 ft.
STR
2 (-4)
DEX
1 (-5)
CON
6 (-2)
INT
30 (+10)
WIS
30 (+10)
CHA
22 (+6)
Saving Throws INT +13, WIS +13
Damage Immunities Psychic
Condition Immunities Blinded, Charmed
Senses Passive Perception 10
Languages --
Challenge 5 (1,800 XP)
Proficiency Bonus +3
Traits

The Creepers. 50 Creepers protect the Brain of Cthulhu, the Brain cannot be harmed until all Creepers have been killed. The creepers have 1d12 + 1 HP and an AC of 10, the Creepers will fly around the air at a flying speed of 10ft. any creature they move to the same place of will take 1d4 Psychic damage.

Stable mental health. The Brain of Cthulhu's AC is 1,000 until all Creepers have been killed.

Actions

Teleport. The Brain of Cthulhu teleports to a spot within 30ft of its current position

Ram. Melee Weapon Attack: +1 to hit, reach 35 ft., 1 target. Hit: 12 (1d20 + 3) Psychic damage. 

Reactions

Safety Teleport. If the Brain of Cthulhu is in the same place as another creature other than Creepers it will teleport 30ft. away from its current position.

Description

The Brain of Cthulhu is a massive floating human brain, it shows signs of being a living creature of its own, however, signs have shown it to possibly be a hallucination of the Crimson.

The Brain is followed around by large floating eyeballs that have been named "Creepers" the Brain shows a kind of mother-like relationship with the Creepers, becoming incredibly violent if they are killed.

The Brain of Cthulhu is capable of moving the two sides of its Frontal Lobes to the sides, revealing a large human heart with a bloodshot eyeball in the centre, this appears to be the only part of the Brain of Cthulhu that can feel pain or even be harmed, making it the ideal spot for attacks.

Lair and Lair Actions

The Crimson is a horrid, barren land, filled with nothing but a flesh-like stone which has been named Cimstone, under the blood-red grass and stone is a winding system of caves that end in large, open spaces, similar to the shape of a brain. Deep in these caves live strange human hearts the size of a well-grown man and Alters that feel similar to the texture of rotting flesh.

Lair Actions

On initiative count 2 (losing initiative ties), the Brain of Cthulhu takes a lair action to cause one of the following effects; the Brain of Cthulhu can’t use the same effect two rounds in a row:

  • The Brain of Cthulhu makes 4 copies of itself, these copies are immune to all types of damage and pass directly through everything
  • The Brain of Cthulhu's movement speed increases by 15ft.

Regional Effects

The region containing a Brain of Cthulhu's lair is infected by the Crimson, which creates one or more of the following effects:

  • Blood Crawlers can spawn in the region
  • Face Monsters can spawn in the region
  • Chimaeras can spawn in the region 

If the Brain of Cthulhu dies, these effects fade over the course of 20d20 days.

Monster Tags: DemonTitanBeholderabberation

Habitat: Underdark

Raccoon2926

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