Medium Aberration (Human), Lawful Evil
Armor Class 14 studded leather
Hit Points 50 (7d12)
Speed 30 ft., Fly 10 ft.
STR
18 (+4)
DEX
8 (-1)
CON
12 (+1)
INT
9 (-1)
WIS
12 (+1)
CHA
10 (+0)
Saving Throws STR +7
Skills Investigation +3
Condition Immunities Charmed
Senses Passive Perception 12
Languages Common common and R'lyeahian
Challenge 5 (1,800 XP)
Proficiency Bonus +3
Traits

Sanity Saving Throw. The Cthulhu Cult Leader has tentacles where his hand should be and has a fish like face. His features are completely alien to most who see them. All players must roll a sanity saving throw (DC 6). If the roll is failed, the player receives a short-term madness effect.

Shadowy Expulsion. The leader expels different magic out of both hands at players twice.

Shadow Bolt. RangedWeapon Attack: +4 to hit, range 8/60 ft., one target. Hit: 5 (1d10 + 0) Necrotic damage.

Mind Flay. Ranged Weapon Attack: +5 to hit, range 6/25 ft., one target. Hit: 5 (1d10 + 0) Psychic damage.

Actions

Tentacle Grab. The Cult Leader grabs a player with his tentacles, and then attempts to choke said player.

Grab. Melee Weapon Attack: +0 to hit, reach 5 ft., one target. Hit: 0 The player is grappled (escape DC 13).

Choke. Melee Weapon Attack: +6 to hit, reach 3ft., one target. Hit: 9 (1d12 + 2) 

Description

The Cthulhu Cult Leader has, out of all the cultists, learned the most about the occult and has absorbed the most power. The great old one has gifted him immense strength, and tentacles. Due to this, he fearlessly leads his local cult camp, and rarely leaves the camp.

Lair and Lair Actions

 

 

Anthonyon123

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