Medium Aberration, Chaotic Evil
Armor Class 17 Natural Armor
Hit Points 165 (22d10 + 44)
Speed 25 ft., swim 50 ft.
STR
16 (+3)
DEX
16 (+3)
CON
16 (+3)
INT
20 (+5)
WIS
15 (+2)
CHA
13 (+1)
Saving Throws DEX +7, INT +9, WIS +6
Skills Arcana +9, History +9, Perception +10, Stealth +7
Senses Blindsight 30 ft, Darkvision 120 ft, Passive Perception 20
Languages Telepathy 120 ft
Challenge 12 (8,400 XP)
Proficiency Bonus +4
Traits

 Amphibious.  Zultek can breathe air and water.

Spellcasting. Zultek is an innate spellcaster. His spellcasting ability is Intelligence (Spell save DC 17, +9 to hit with spell attacks). He can cast the following spells without material components.

At will: mage hand, detect magic, ray of frost, shocking grasp
3/day each: darkness, sending, dimension door, lightning bolt, dispel magic, Evard's black tentacles
1/day each: scrying, dominate person, cone of cold

Actions

Multiattack. Zultek either makes a tentacles attack and 2 bite attacks or 3 bite attacks.

Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 10 (2d6+3) piercing damage plus 7 (2d6) psychic damage.

Tentacles. Melee Weapon Attack: +7 to hit, reach 15 ft., one target. Hit: 16 (3d8+3) bludgeoning damage, and the target is grappled (escape DC 15) if it is a large or smaller creature. Until the grapple ends, the target is restrained and takes 16 (3d8+3) bludgeoning damage at the start of its turn and Zultek can't use his tentacles on another creature.

Hypnosis. Zultek projects a 30-foot cone of magical energy. Each creature in that area must make a DC 17 Wisdom saving throw. On a failed save, the creature is charmed by the morkoth for 1 minute. While charmed in this way, the target tries to get as close to Zultek as possible, using its actions to Dash until it is within 5 feet of Zultek. A charmed target can repeat the saving throw at the end of each of its turns and whenever it takes damage, ending the effect on itself on a success. If a creature’s saving throw is successful or the effect ends for it, the creature has advantage on saving throws against Zultek’s Hypnosis for 24 hours.

Reactions

Spell Reflection. If Zultek makes a successful saving throw against a spell, or a spell attack misses it, Zultek can choose another creature (including the spellcaster) it can see within 120 feet of it. The spell targets the chosen creature instead of Zultek. If the spell forced a saving throw, the chosen creature makes its own save. If the spell was an attack, the attack roll is rerolled against the chosen creature.

Legendary Actions

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

Beak. Zultek makes a beak attack.

Cantrip. Zultek casts a cantrip.

Spellcasting (costs 2 actions). Zultek casts a spell.

Arcane Ink Cloud (costs 2 actions). While underwater, Zultek releases a cloud of glowing, multicolored ink in a 10-foot radius and moves up to half his speed without provoking opportunity attacks. Creatures who enter the cloud or start their turn within this cloud must pass a DC 17 Wisdom saving throw or take 10 (3d6) psychic damage and be under the effects of the Confusion spell while not requiring Zultek's concentration. This cloud lasts until the end of Zultek's next turn at which point it disperses.

Description

Zultek is a Morkoth, a strange extraplanar creature resembling an octopus. He is the creator of the island of Caligo which he controls and monitors. He travels between planes, collecting whatever he finds interesting, whether that be magic items or creatures. 

Lair and Lair Actions

Zultek's lair is the inner sanctum on the island of Caligo. It is a small marble castle with several underwater rooms and tunnels with a large glass tank in the center.

Lair Actions

On initiative count 20 (losing initiative ties), Zultek takes a lair action to cause one of the following effects.

  • Cast a Spell. Zultek casts darkness, dispel magic, or misty step, using Intelligence as its spell-casting ability and without expending a spell slot.
  • Hypnotise. Zultek uses his hypnosis action. Originating at a point within 120 feet of itself. He does not need to see the effect's point of origin.
  • Geyser. Zultek telekinetically flips one of the levers in his lair, causing one of the geysers to activate.

Regional Effects

The region containing a Zultek’s lair is the island of Caligo, which creates one or more of the following effects:

  • Alter Water. With a thought (no action required), Zultek can initiate a change in the water within its lair that takes effect one minute later. The water can be as breathable and clear as air, or it can be normal water (ranging from murky to clear)
  • Locate Creatures and Objects. Zultek is aware of any new arrival, whether it be a creature or object, on its island or in its sanctum. As an action, Zultek can locate any one creature or object on the island. Visitors to the island feel as though they're being watched, even when they aren't.
  • Lost Possessions. 

If Zultek dies, these regional effects end immediately.

Habitat: Coastal

TheBadFuture

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