Gargantuan Aberration, Chaotic Evil
Armor Class 17 (natural armor)
Hit Points 500 (18d10 + 36)
Speed 10 ft., Climb 40 ft.
STR
21 (+5)
DEX
9 (-1)
CON
15 (+2)
INT
18 (+4)
WIS
15 (+2)
CHA
18 (+4)
Saving Throws CON +11, INT +13, WIS +11
Skills Athletics +12, History +12, Perception +10
Damage Resistances All damage but Force, Radiant, and Psychic
Condition Immunities Charmed, Frightened, Poisoned, Prone, Restrained
Senses Darkvision 120 ft., Truesight, Passive Perception 20
Languages Deep Speech, Telepathy 120 ft.
Challenge 30 (155,000 XP)
Proficiency Bonus +9
Traits

Cheese Rind. C'urdthulu starts combat with a 25 AC. If C'urdthulu is taken below 50% of his total hit points, the rind shatters and his AC becomes 17.

Probing Telepathy. If a creature communicates telepathically with C'urdthulu , C'urdthulu learns the creature’s greatest desires if C'urdthulu can see the creature.

Cheese Farts. If a creature ends it turn within 5 feet of C'urdthulu, they must succeed on a DC 20 Constitution saving throw or become poisoned. If a creature fails, they must spend their action puking, no effects on a success.

Actions

Multiattack. C'urdthulu makes 5 String Cheese attacks.

String Cheese. Melee Weapon Attack: +9 to hit, reach 15 ft., one target. Hit: 12 (2d6 + 5) bludgeoning damage. If the target is a creature, it must succeed on a DC 17 Constitution saving throw or become diseased. The disease has no effect for 1 minute and can be removed by any magic that cures disease. After 1 minute, the diseased creature’s skin becomes translucent and slimy, the creature can’t regain hit points unless it is underwater, and the disease can be removed only by heal or another disease-curing spell of 6th level or higher. When the creature is outside a body of water, it takes 6 (1d12) acid damage every 10 minutes unless moisture is applied to the skin before 10 minutes have passed.

Enslave (3/Day). C'urdthulu targets one creature it can see within 30 feet of it. The target must succeed on a DC 14 Wisdom saving throw or be magically charmed by C'urdthulu until C'urdthulu dies or until it is on a different plane of existence from the target. The charmed target is under the C'urdthulu's control and can’t take reactions, and C'urdthulu and the target can communicate telepathically with each other over any distance.

Whenever the charmed target takes damage, the target can repeat the saving throw. On a success, the effect ends. No more than once every 24 hours, the target can also repeat the saving throw when it is at least 1 mile away from C'urdthulu .

Summon Cheese Elementals. C'urdthulu summons 1d12 cheese elementals in any unoccupied spaces within 30 feet.

Legendary Actions

C'urdthulu can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. C'urdthulu regains spent legendary actions at the start of its turn.

Engulf. Once the Cheese Rind has been broken through, C'urdthulu can occupy the same space as another creature. An engulfed creature must succeed on a DC 25 Strength saving throw or become restrained.

Fondue the Cheddar.  C'urdthulu casts the Entangle spell in a 20 square foot area within 30 feet, DC 17 Dexterity save throw or become restrained

Psychic Drain (Costs 2 Actions). One creature charmed by C'urdthulu takes 30 (6d10) psychic damage, and C'urdthulu regains hit points equal to the damage the creature takes.

Lair and Lair Actions

Lair Actions

When fighting inside its lair, C'urdthulu can invoke the ambient magic to take lair actions. On initiative count 20 (losing initiative ties), C'urdthulu takes a lair action to cause one of the following effects:

  • C'urdthulu casts phantasmal force (no components required) on any number of creatures it can see within 60 feet of it. While maintaining concentration on this effect, C'urdthulu can’t take other lair actions. If a target succeeds on the saving throw or if the effect ends for it, the target is immune to the C'urdthulu's phantasmal force lair action for the next 24 hours, although such a creature can choose to be affected.
  • Water in the C'urdthulu's lair magically becomes a conduit for the creature’s rage.  C'urdthulu can target any number of creatures it can see in such water within 90 feet of it. A target must succeed on a DC 14 Wisdom saving throw or take 7 (2d6) psychic damage. C'urdthulu can’t use this lair action again until it has used a different one.

Regional Effects

The region containing an C'urdthulu's lair is warped by the creature’s presence, which creates one or more of the following effects:

  • Underground surfaces within 1 mile of C'urdthulu's lair are slimy and wet and are difficult terrain.
  • Water sources within 1 mile of the lair are supernaturally fouled. Enemies of C'urdthulu that drink such water vomit it within minutes.
  • As an action, C'urdthulu can create an illusory image of itself within 1 mile of the lair. The copy can appear at any location C'urdthulu has seen before or in any location a creature charmed by C'urdthulu can currently see. Once created, the image lasts for as long as C'urdthulu maintains concentration, as if concentrating on a spell. Although the image is intangible, it looks, sounds, and can move like C'urdthulu . C'urdthulu  can sense, speak, and use telepathy from the image’s position as if present at that position. If the image takes any damage, it disappears.

If C'urdthulu dies, the first two effects fade over the course of 3d10 days.

Habitat: Underdark

Nerdhalla

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