Legendary Resistance (6/Day). If Civathra fails a saving throw, it can choose to succeed instead.
Innate Spellcasting. Civathra’s innate spellcasting ability is Wisdom (spell save DC 22). It can innately cast the following spells, requiring no material components:
At will: detect magic, dispel magic
3/day each: confusion, imprisonment, maze
1/day each: feeblemind, prismatic wall
Magic Resistance. Civathra has advantage on saving throws against spells and other magical effects.
Magic Weapons. Civathra’s weapon attacks are magical.
Cleansing Chaos. When Civathra reduces a creature to 0 hit points, that creature’s body disintegrates into a pile of ashes.
Multiattack. Civathra can use its Maddening Presence. It then makes six attacks, four with its fists and two with its tentacles.
Fist. Melee Weapon Attack: +19 to hit, reach 20 ft., one target. Hit: 36 (4d12 + 10) bludgeoning damage.
Tentacle. Melee Weapon Attack: +19 to hit, reach 30 ft., one target. Hit: 28 (4d8 + 10) bludgeoning damage. If the target is a creature, it must succeed on a DC 20 Strength saving throw or be knocked prone.
Maddening Presence. Each creature of Civathra’s choice within 120 feet of it and aware of it must succeed on a DC 18 Wisdom saving throw or become afflicted with short-term madness (Dungeon Master’s Guide pg. 259). If a creature afflicted with short-term madness fails its saving throw, it becomes afflicted with long-term madness. If a creature afflicted with long-term madness fails its saving throw, it becomes afflicted with indefinite madness. If a creature afflicted with indefinite madness fails its saving throw, it dies from psychological trauma. If a creature’s saving throw is successful, the creature is immune to Civathra’s Maddening Presence for the next 24 hours.
Chaotic Outburst (Recharge 6). Civathra unleashes a burst of psychic energy in a 30-foot radius. Any creature in that area must succeed on a DC 18 Wisdom saving throw, taking 110 (20d10) psychic damage on a failed save, or half as much damage on a successful one.
Civathra 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. Civathra regains spent legendary actions at the start of its turn.
Titan's Restraint (Costs 1 Action). Civathra makes a fist attack. If the attack hits, the target is grappled (escape DC 20), if it is a Huge or smaller creature and Civathra doesn’t have four other creatures grappled. Until the grapple ends, the target is restrained and takes 4d10 psychic damage at the start of each of its turns.
Violate the Senses (Costs 2 Actions). Civathra casts mislead, no concentration required.
Titan’s Thunder (Costs 3 Actions). Civathra casts earthquake.
Description
Civathra, a colossal Titan aberration, is alien in form, standing approximately 600 feet, his lower half composed of massive, writhing tentacles on which he glides for movement. From the waist up, black emaciated, gaunt flesh, ribs visible on the outside that seem to snake their way into and out of his torso. From the torso protrudes four arms, two on each side, the black flesh giving way to gray from shoulder to forearm then red from forearm to fingertips. His head, featureless, made from a bone-like substance. Civathra's massive size coupled with his purely chaotic, psychic prowess is a burden on the mortal mind, causing those who look upon him to go mad due to psychological trauma.
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Posted Jul 31, 2019Hey there, I really like this monster. Great description, really leans into the eldritch horror aspect. You might want to use the tooltip function on its spells though. Just makes it easier to use the monster in a fight. Keep up the good work!