Third Eye. As an action Colossal Eldritch Horror can open a third eye to see through illusions.
Masterful Mind. Colossal Eldritch Horroris immune to being charmed or being mind controlled in any way.
SpellCasting. Colossal Eldritch Horror's spell save DC is 17.
At will: Command, Hideous laughter, charm person, Mind spike, and Detect thoughts.
3/day: Hypnotic pattern, Black Tentacles, Confusion, and Fear.
2/day: Dominate person, Telekinesis, Monster, Hold Person, and Hold monster
1/day: Weird, Eyebite, Feeblemind
Mind Slash. Ranged Weapon Attack. DC Intelligence 16. On a failed save they take 5d12 psychic damage. This can be used every three turns. 50/150 ft range.
Roar. Ranged Weapon Attack. DC Constitution 16. On a failed save the targets are knocked back by twenty feet. 4d8+10 thunder damage. 2d8 psychic damage. 30 ft are of effect.
Fleshy Tendril. Melee Weapon Attack: DC dexterity 16. On failed save target takes full damage but if they succeed they take half damage. 4d8+10 Bludgeoning damage. 2d8 psychic damage. DC strength 12. On a failed save target is knocked prone. 30/70 ft range.
Fleshy Tendril Blade. Melee Weapon Attack. 1d20+7 to hit. 6d8+15 piercing damage. 2d8 psychic damage. DC strength 14. On a failed save target is incapacitated for one turn. This can be used every two turns. 40/80 ft range.
Enter the description for how bonus actions work for your monster here.
Reaction Name. Enter the description for your action.
The dagon 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. The dragon regains spent legendary actions at the start of its turn
Detect. Dagon makes a Wisdom (Perception) check.
Frightening Curse (Costs 3 Actions). The monster targets a creature within 30 feet of it that it can see and forces them to make a DC (8+Cha+Prof) Charisma saving throw. On a failed save, the target is cursed. While it is cursed, it has disadvantage on saving throws against being frightened and all allies of the monster have advantage on the first attack each round against the creature. This curse ends early if the monster is killed.
Enter the description for how mythic actions work for your monster here.
Mythic Action Name (Costs # Actions). Enter the description for your mythic action.
Description
Enter a general description for your monster here.
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.
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