Maddening Sight. On the Start of the avatars' turn, every creature within 240 ft must make a WIS saving throw of DC 15 or go insane and becoming violent (only affecting the same creature once per min). Those that fail the saving throw will do random actions: such as attacking (biting/punching) the nearest object or person, vomiting, mumbling incoherently, running in a random direction (even through windows or off ledges), or other crazy things for 1 min. Those that succeed the save are immune to this passive attack for 1 min. - Those affected by this passive debuff can be cured by remove curse, lesser restoration, or other fitting spells.
Spellcasting. The Avatar can cast spells you see fitting, but most of the time uses its other actions instead. The avatar will cast counterspell if the spell is threatening enough (mostly sees others like ants). Spellcasting uses WIS, DC 27 and attack of +19.
The Avatar can make one attack from these actions per turn.
Psychic Pulse. (1/3 turns) All creatures within 120 ft from the avatar must make a WIS save of DC 27 or take 56 (16d6) Psychic damage and lose their next action. Those that save take half damage.
Tentacle slap. Melee Weapon Attack: +15 to hit, all targets in a 15 ft cone. Hit: 28 (4d10 + 6) bludgeoning damage and must make a STR save of DC 23 or be thrown backwards 15 ft.
Telekinetic Fling. Ranged Magic Attack: +19 to hit, range 200 ft., 1 target. Hit: 36 (4d12 + 10) force damage. Target must make a STR save of DC 27 or be thrown up to 100 ft, crashing through buildings and walls along the way (taking an addition 10 bludgeoning damage). On save, target takes half damage and is not thrown.
The avatar can use both of these bonus action each turn.
Psychic Tentacles. Ranged Magic Attack: +19 to hit, range 120 ft., up to 3 targets (maximum of 12 targets). Target must make a WIS save of DC 20 or be grappled and put to sleep by a large purple tentacle (those immune to sleep are in a state of euphoria - happy bliss that is similar to sleep). Targets grappled this way are immune to Psychic Pulse (as you are being using as food). Those that save are not grappled or put to sleep. Grappled creatures can be freed by others; dealing 10 damage to the tentacle (AC 12), or using your action to remove the tentacle. This can only target conscious creatures.
Psychic Drain. Can only be used on targets affected by Psychic Tentacles. Deals 2 (1d4) Psychic damage to each creature, and healing the avatar for that amount.
Upon taking damage, the avatar can use its reaction to use Telekinetic Flick upon the one that damaged it.
Telekinetic Flick. Ranged Magic Attack: +19 to hit, range 200 ft., 1 target. Hit: 23 (2d12 + 10) force damage. Target must make a STR save of DC 27 or be thrown up to 50 ft, crashing through buildings and walls along the way (taking an addition 5 bludgeoning damage). On save, target takes half damage and is not thrown.
Legendary Resistance (3/Day). If the avatar fails a saving throw, it can choose to succeed instead.
Magic Resistance. The avatar has advantage on saving throws against spells and other magical effects.
Hypnotic Glare. (Can only be used upon reaching half health). Once per turn, before a random player, the avatar can try to Hypnotize a creature (can target the same creature repeatedly). Creature must make a WIS save of DC 27 or loses their next movement, being forced to move towards the avatar at half their movement speed on the failed save. Upon reaching with in 15ft of the avatar, take 10 (4d4) Psychic damage as the avatar leaches off you (the avatar heals for the same amount). This can only target conscious creatures.
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
This is a fragment of Cthulhu, summoned by a dark ritual by a group of cultists, or even by a level 20 Warlock of the Great Old One. This ritual takes a long time to pull off and will cost them their lives. This should be used with lots of small events leading up to this event. Players should have the opportunity to stop this. This summon creates an avatar from the bodies involved in the ritual. The Avatar will last for 100 days, or until stopped, possibly creating an apocalypse. The Avatar of Cthulhu has a motive, but who can actually under stand the will of Cthulhu?
When the Avatar's time is up or is killed, its body reverts briefly to the sacrificed one's bodies, and they are able to utter a few words if they like before disintegrating. Everything they were wearing and carrying, except magic items, are reduced to a pile of fine gray dust. The creatures can be restored to life only by means of a true resurrection or a wish spell. - if they happen to be returned to life by these means, they can never again do the ritual.
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.
Comments