Small Aberration (Demon), Chaotic Evil
Armor Class 16 Natural Armor
Hit Points 43 (5d10 + 3)
Speed 45 ft., Walk 30 ft.
STR
10 (+0)
DEX
12 (+1)
CON
16 (+3)
INT
14 (+2)
WIS
18 (+4)
CHA
18 (+4)
Saving Throws WIS +8, CHA +8
Skills Arcana +0
Damage Vulnerabilities Radiant
Damage Resistances Bludgeoning, Piercing, and Slashing from Nonmagical Attacks that aren't Adamantine
Damage Immunities Necrotic, Psychic
Senses Truesight, Passive Perception 16
Languages Abyssal Abyssal
Challenge 9 (5,000 XP)
Proficiency Bonus +4
Traits

Psychic Link Cathulhu can hear the thoughts of every creature within 60 feet of it

Spellcasting Cathulhu is a 9th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 8, +5 to hit with spell attacks). The [monster name] has following [class name] spells prepared:
Cantrips (at will): Message, Mind Sliver
1st level (2 slots): Dissonant Whispers, Cause Fear                                                                    5th level (2 slots): Dominate Person

Actions

Induce Madness Force a creature within 20 feet of you tto make a Wisdom saving throw, DC 13. On a failed save, the target must attack the nearest creature friendly to it. At the end of each of their turns, they can make the same save to end this state.

Demonic Claw Melee Attack: +2 to hit, range of 5 ft., 1 target. Hit: 2d4 Slashing damage.

Psychic Burst Ranged Spell Attack: +5 to hit, range 20/60 ft., 2 targets. Hit: 1d8 + 3 Psychic damage.

Bonus Actions

Shatter Mind If a creature is still affected by Drive to Insanity or Induce Madness, it takes 2d6 Psychic damage

Reactions

Drive to Insanity The creature that most recently attacked Cathulhu must attack a creature within 5 feet of it. If there are multiple creatures next to it, the creature attacks the one with the highest initiative.

Legendary Actions

Cathulhu gets one legendary action per round. Legendary action can happen at any point, including during another creature's turn

Demonic Flight Cathulhu can change from Walking to Flying without expending any movement

Mythic Actions

Cathulhu can take one Mythic action on its turn

Tentacle Strike Target creature you can see is Restrained for 2 turns

Description

A green cat with bat wings and tentacles where its mouth should be

Lair and Lair Actions

An empty grotto. Or is it?

Lair Actions

On initiative count 15 (losing initiative ties), Cathulhu 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:

  • The creature with the closest initiative (going downwards if any ties) must attack the closest friendly creature to it with a -3 to hit.
  • Target creature must make a DC 15 Strength saving throw or be Restrained by black tendrils until the start of their next turn.

 

Previous Versions

Name Date Modified Views Adds Version Actions
12/25/2024 7:10:07 PM
0
1
5e
Coming Soon

Monster Tags: aberration

Habitat: Underwater

LizardWizard51750

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