Large Aberration, Any Evil Alignment
Armor Class 18 Natural
Hit Points 120 (14d10 + 50)
Speed 40 ft., climb 20 ft.
STR
16 (+3)
DEX
14 (+2)
CON
20 (+5)
INT
16 (+3)
WIS
12 (+1)
CHA
8 (-1)
Saving Throws CON +10, INT +8
Skills Stealth +6
Condition Immunities Charmed, Deafened, Restrained, Stunned
Senses Darkvision 120 ft., Passive Perception 14
Languages Deep Speech See Brain Dump
Challenge 14 (11,500 XP)
Proficiency Bonus +5
Traits

Brain Dump. Whenever the greater neh-thalggu consumes a brain, it gains the magical ability to speak and understand languages known by the brain’s previous owner.

Unusual Nature. The greater neh-thalggu doesn’t require air.

Spellcasting (Psionics). The greater neh-thalggu casts one of the following spells, requiring no spell components and using Intelligence as the spellcasting ability (spell save DC 15). It must have consumed the requisite number of brains to cast the spell, as indicated:

Tier 1 (3/day each): arms of Hadar (1 brain), detect magic (2 brains), magic missile (3 brains), Tenser’s floating disk (4 brains), 

Tier 2 (2/day each): darkness (5 brains), hold person (6 brains), invisibility (7 brains), spider climb (8 brains), fear (9 brains),

Tier 3 (1/day each): hypnotic pattern (10 brains), major image (11 brains), stinking cloud (12 brains) Greater Invisibility(13 brains)

Actions

Multiattack. The greater neh-thalggu makes one Bite attack and two Claw attacks.

Bite. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 20 (4d8 + 4) piercing damage.

Claw. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 10 (4d4 + 2) slashing damage.

Extract Brain. Melee Weapon Attack: +4 to hit, reach 5 ft., one incapacitated Humanoid. Hit: 35 (10d6) piercing damage. If this damage reduces the target to 0 hit points, the greater neh-thalggu kills the target by extracting and consuming its brain.

Mind Blast (Recharge 5–6). The greater neh-thalggu magically emits psychic energy at all Humanoids it can see within 10 feet of itself. The target must make a DC 14 Wisdom saving throw. On a failed save, the target takes 9 (2d8) psychic damage and is incapacitated until the end of its next turn. On a successful save, the target takes half as much damage and isn’t incapacitated.

Legendary Actions

Of Many Minds (Costs 1 x Tier Actions): The greater neh-thalggu activates one of the spells granted to it by it's Spellcasting (Psionics) ability, provided it is able to use the spell.

Mind Blast (2 Actions): See Actions above, but the greater neh-thalggu can only target one creature.

Bite (2 Actions): See Actions above

Claw (1 Action): See Actions above

Description

Enter a general description for your monster here.

Lair and Lair Actions

Lair Actions

On initiative count 20 (losing initiative ties), the greater neh-thalggu takes a lair action to cause one of the following effects; the greater neh-thalggu can’t use the same effect two rounds in a row:

  • Maw of Madness - The inhuman nature of the aberrations frays the minds of the adventurers. Each non-aberration that can see the aberrations must make a DC 10 intelligence saving throw. Each creature that fails, gains a short-term madness from the madness chart. (Credit to "DM's Box of Duct Tape")

Regional Effects

The region containing a legendary greater neth-thalggu’s lair is seeped in psychic cries of anguish, which creates one or more of the following effects:

  • Anyone who sleeps within 1 mile of the lair suffers from night terrors, as the aberration imparts visions of madness and carnage into their dreams. On a failed DC 8 CON save, the creature does not gain the benefits of a long rest.

If the greater neh-thalggu dies, these effects fade over the course of 1d4 days.

Monster Tags: aberration

Habitat: Underdark

AkiraCortex

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