Huge Giant, Lawful Neutral
Armor Class 19 (Natural Armor)
Hit Points 230 (20d12 + 100)
Speed 40 ft.
STR
25 (+7)
DEX
19 (+4)
CON
20 (+5)
INT
15 (+2)
WIS
10 (+0)
CHA
25 (+7)
Saving Throws DEX +8, CHA +11
Skills Arcana +5
Damage Resistances Acid, Poison
Condition Immunities Blinded, Charmed, Frightened
Senses Darkvision 40 ft., Truesight 40 ft., Passive Perception 10
Languages Common, Giant, Telepathy 60 ft.
Challenge 12 (8,400 XP)
Proficiency Bonus +4
Traits

Poor Depth Perception. Cletus has disadvantage on any attack roll against a target more than 30 feet away.

Innate Spellcasting (Psionics). Cletus's innate spellcasting ability is Charisma (spell save DC 20). He can cast the following spells, requiring no components:

At will: Acid Splash, Chill Touch, Dancing Lights, Fire Bolt, Light, Mage Hand, Message, Poison Spray, Prestidigitation

4/day each: Burning Hands, Charm Person, Chromatic Orb, Comprehend Languages, Mage Armor, Magic Missile, Thunderwave

3/day each: Misty Step, Blink, Counterspell, Fear, Fireball, Fly, Haste (self only), Lightning Bolt, Dimension Door, Polymorph

2/day each: Animate Objects, Cone of Cold, Creation, Telekinesis, Teleportation Circle

1/day each: Chain Lightning, Disintegrate, Mass suggestion, Fire Storm, Plane Shift

Actions

Multiattack. Cletus makes two greatstaff attacks.

Greatstaff. Melee Weapon Attack: +10 to hit, reach 15 ft., one target. Hit: 15 (2d8 + 6) bludgeoning damage plus 7 (2d6) Poison damage.

Rock. Ranged Weapon Attack: +10 to hit, range 10/120 ft., one target. Hit: 28 (4d10 + 6) bludgeoning damage.

Legendary Actions

Cletus can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. Cletus regains spent legendary actions at the start of his turn.

Greatstaff. Cletus attacks once using his Greatstaff.

Spellcasting (Costs 2 actions). Cletus casts an evocation spell with a casting time of one action.

Description

Cletus, better known as The Third Eye, is the youngest and smartest of his brothers. Despite his cyclops form, Cletus has mastered innate magic and stands beyond most mortal spellcasters.

Born with the gift of magic, Cletus learned this fact early in life and used it to help conquer numerous cities in the Underdark. Now, he teleports to his various kingdoms, watching them and safeguarding all their inhabitants, both good and bad, from otherworldly dangers.

Like his brothers, Cletus's eye is rumored to have extreme magical power. If harvested from his corpse, the eye is an artifact that can be forged into a sentient Helm of Teleportation with the mind of the Third Eye intact.

Lair and Lair Actions

Cletus lives in a spire within one of the cities he has conquered: Oveliskos, the City of Chains. There, he rules with supreme authority, surrounded by decadence and luxury. When encountered in his lair, Cletus has a challenge rating of 15 (13,000 XP).

Lair Actions

When fighting in the Spire, Cletus's magic takes on a new shape. On initiative count 20 (losing initiative ties), he takes a lair action to cause one of the following effects to occur:

  • Magical tendrils lash out from nearby surfaces. All creatures within 60 feet of Cletus except for him must make a DC 20 Dexterity saving throw or take 11 (2d6+4) psychic damage.
  • Cletus re-casts the last spell he cast, creating the same effect on the same target. Any rolls other than damage must be re-rolled upon choosing this. The duplicated spell doesn't cost a spell slot for Cletus. Once this option is chosen, it cannot be chosen again until Cletus casts another spell.
  • All creatures within 60 ft. of Cletus other than him must succeed on a DC 18 Charisma save or be subjected to a Reverse Gravity spell until the start of Cletus's next turn.

Habitat: Underdark

Skullflame_Games

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