Amphibious. The Crowded Tub can "breathe" air and water.
Blind. The Crowded Tub is naturally blind, but can perceive its surroundings with blindsight within 60 ft.
Multiattack. The Crowded Tub makes two Hand Grab attacks and one Slam attack or three Hand Grab attacks.
Hand Grab. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 15 (2d10 + 4) slashing damage, and the target is [Tooltip Not Found] and takes 9 (1d10 + 4) bludgeoning damage at the start of each of its turns. The Crowded Tub can grapple up to 3 creatures at once.
Slam. Melee Weapon Attack: +8, reach 5 ft., one target. Hit: 9 (1d10 + 4) bludgeoning damage plus 10 (3d6) psychic damage.
Hypnotic Draw. The Crowded Tub 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 Crowded Tub for 1 minute. While charmed in this way, the target tries to get as close to the Crowded Tub as possible, using its actions to Dash until it is within 5 feet of the Crowded Tub. 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 the Crowded Tub's Hypnotic Draw for 24 hours.
Spell Reflection. If the Crowded Tub makes a successful saving throw against a spell or a spell attack misses it, the Crowded Tub can choose another creature (including the spellcaster) within 120 feet of it. The spell targets the chosen creature instead of the Crowded Tub. 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.
The Crowded Tub may take 3 legendary actions per round.
Hand Grab. The Crowded Tub makes a Hand Grab attack.
Slam. The Crowded Tub makes a Slam attack.
Hypnotic Draw (costs 3 actions): The Crowded Tub uses its Hypnotic Draw action.
Lair and Lair Actions
The Crowded Tub resides deep in the dank cistern beneath the city of Fallingup. Shrouded in shadow and stench, it poisons the water supply to control and numb the population.
Lair Actions
On initiative count 20 (losing initiative ties), the Crowded Tub takes a lair action to cause one of the following effects; it can’t use the same effect two rounds in a row:
- Watery Control. All creatures touching the water in the lair must make a DC 16 Strength saving throw or be restrained by the water for 1 minute. An affected creature may repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
- Psychic Poison. Up to 3 creatures in the lair that the Crowded Tub chooses must make a DC 16 Intelligence saving throw or be poisoned for 1 minute. An affected creature may repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Regional Effects
The city surrounding the Crowded Tub’s lair is corrupted by its poisonous energies, which creates the following effects:
- Psychotoxin. All humanoids that drink the city's water are subtly charmed by the Crowded Tub's toxins, so that they move and think slowly and passively, and are unlikely to leave the city, dumping their dead into the sewers.
- Locate Creatures and Objects. The Crowded Tub is aware of any new arrival, whether an object or a creature, in the city or in its sanctum. As an action, the Crowded Tub can locate any one creature or object in the city. Visitors to the city feel as though they are being watched, even when they aren't.
If the Crowded Tub dies, these effects fade over the course of 3 days.
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Posted Jul 10, 2024