Eldritch Presence (Recharge 5-6). As a bonus action, the Cthulhophont releases a wave of madness in a 120 ft. radius. Each creature within range must make a DC 23 Wisdom saving throw or be affected by the Confusion spell for 1 minute. At the end of each of its turns, a creature can repeat the saving throw. On a success, the effect ends for that creature.
Legendary Resistance (3/Day).
If the Cthulhophont fails a saving throw, it can choose to succeed instead.
Innate Spellcasting (Psionics).
The Cthulhophont’s innate spellcasting ability is Charisma (spell save DC 23, +15 to hit with spell attacks). It can innately cast the following spells, requiring no material components:
- At will: Detect Thoughts, Telekinesis
- 3/day each: Dominate Monster, Feeblemind, Plane Shift (self only), Mass Suggestion
- 1/day each: Weird, True Polymorph
Magic Resistance.
The Cthulhophont has advantage on saving throws against spells and other magical effects.
Magic Weapons.
The Cthulhophont’s weapon attacks are magical.
Multiattack.
The Cthulhophont makes three attacks: two with its tusks and one with its tentacles.
Tusk.
Melee Weapon Attack: +18 to hit, reach 10 ft., one target.
Hit: 34 (6d8 + 10) piercing damage.
Tentacles.
Melee Weapon Attack: +18 to hit, reach 20 ft., one target.
Hit: 27 (4d10 + 10) bludgeoning damage. If the target is a creature, it is grappled (escape DC 20). Until this grapple ends, the target is restrained, and the Cthulhophont can’t use its Tentacles on another target.
Psychic Blast (Recharge 5-6).
The Cthulhophont emits a burst of mind-shattering energy in a 90 ft. cone. Each creature in that area must make a DC 23 Intelligence saving throw, taking 71 (13d10) psychic damage on a failed save, or half as much damage on a successful one. A creature that fails the saving throw is also stunned for 1 minute. It can repeat the saving throw at the end of each of its turns, ending the stunned condition on itself on a success.
The Cthulhophont 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 Cthulhophont regains spent legendary actions at the start of its turn.
-
Stomp (Costs 1 Action):
The Cthulhophont makes a Stomp attack.
Stomp (Area of Effect): Melee Weapon Attack: +18 to hit, reach 5 ft. Hit: 36 (6d10 + 10) bludgeoning damage. Each creature within 10 feet of the target must succeed on a DC 26 Dexterity saving throw or take full damage and be knocked prone. On a successful save, a creature takes half damage and isn’t knocked prone. -
Mind Crush (Costs 2 Actions):
The Cthulhophont targets one creature within 120 feet that it can see. The target must make a DC 23 Intelligence saving throw, taking 45 (7d10) psychic damage on a failed save, or half as much damage on a successful one. -
Eldritch Step (Costs 3 Actions):
The Cthulhophont magically teleports, along with any equipment it is wearing or carrying, up to 120 feet to an unoccupied space it can see.
Description
The Cthulhophont is the embodiment of brute power merged with eldritch, mind-bending abilities. Its presence is not merely a physical threat; it brings chaos and madness wherever it goes. Its mixture of devastating physical attacks and psychic abilities makes it a formidable foe for even the most experienced adventurers, and its ability to manipulate the environment around it means there is no true safe haven in its presence.
Facing a Cthulhophont is akin to staring into the heart of madness itself, where both body and mind are equally at risk.
Lair and Lair Actions
On initiative count 20 (losing initiative ties), the Cthulhophont can take a lair action to cause one of the following effects; the Cthulhophont can’t use the same effect two rounds in a row:
- Reality Distortion: The Cthulhophont causes the space within its lair to warp. Each creature of its choice within 60 feet of it must succeed on a DC 23 Charisma saving throw or be teleported to a random location within the lair (determined by the DM).
- Psychic Discharge: The Cthulhophont releases a pulse of psychic energy. Each creature of its choice within 120 feet must succeed on a DC 23 Intelligence saving throw or be incapacitated until the end of its next turn.
- Nightmare Visions: Each creature of the Cthulhophont's choice within 120 feet must succeed on a DC 23 Wisdom saving throw or be frightened for 1 minute. A frightened target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Regional Effects
The region containing the Cthulhophont’s lair is warped by its eldritch presence, which creates the following effects:
- Whispers in the Wind: Inhabitants of the region experience faint, disquieting whispers and dreams filled with strange, alien landscapes.
- Mind-bending Illusions: Terrain within 6 miles of the lair twists subtly, with locations seeming to shift or disappear altogether.
- Warped Reality: Once per day, the Cthulhophont can cast Mirage Arcane (as the spell) on a location within 6 miles of its lair.
If the Cthulhophont dies, these effects fade over the course of 1d10 days.
Comments