Large Aberration, Chaotic Evil
Armor Class 13 Natural Armor
Hit Points 37 (5d10 + 10)
Speed 1 ft., Fly 10 ft. (hover)
STR
12 (+1)
DEX
16 (+3)
CON
15 (+2)
INT
20 (+5)
WIS
18 (+4)
CHA
10 (+0)
Saving Throws DEX +7, INT +9, WIS +8
Skills Perception +9
Damage Vulnerabilities Psychic
Condition Immunities Charmed, Frightened, Paralyzed
Senses Blindsight 300ft (blind beyond this radius), Passive Perception 10
Languages Deep Speech (can't communicate without telepathy), Telepathy 60ft
Challenge 10 (5,900 XP)
Proficiency Bonus +4
Traits

Probe Connection  If any Ocular Probes are within a 30ft radius of the Brain of Cthulhu, it is considered immune to all types of damage except for psychic, which it instead only resists. Also, the Brain may see through the eyes of the Ocular Probes that it is connected to. To accurately represent the Brain's challenge, its recommended to give it around 5 Ocular Probes, which all should act on the same initiative

Cerebral Breach  If the Brain is connected to no Ocular Probes, then the Brain opens to reveal a beating heart with an eye in its center. While this heart is visible, the Brain is considered to be under the effects of a Mirror Image spell, and at the start of each of its turns, one duplicate is restored up to a maximum of 3

Telepathy  The Brain can communicate through telepathy to any creature within 60ft of it. This form of telepathy does not allow the creature to understand the Brain, as even in the mental link, it speaks in Deep Speech. However, it can understand the creature that it is talking to

Actions

Psychic Shock  The Brain strikes at the mind of one creature within 60ft of the Brain. That creature must succeed a DC 16 Intelligence save or take 14 (2d8 + 5) psychic damage

Legendary Actions

Enter the description for how legendary actions work for your monster here.

Legendary Action Name (Costs # Actions). Enter the description for your legendary action.

Mythic Actions

Enter the description for how mythic actions work for your monster here.

Mythic Action Name (Costs # Actions). Enter the description for your mythic action.

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.

AzmundisTheGreat

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