Shapechanger. The Cthulhi can use its action to polymorph into a beast form that resembles a rat (speed 20 ft.), a raven (20 ft., fly 60 ft.), or a spider (20 ft., climb 20 ft.), or back into its true form. Its statistics are the same in each form, except for the speed changes noted. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies.
Void Sight. Magical darkness doesn't impede the cthulhi darkvision.
Magic Resistance. The cthulhi has advantage on saving throws against spells and other magical effects.
Eye Ray. The cthulhi shoots one of the following magical eye rays at random (1d4), targeting one creature it can see within 60 feet:
1.Dazing Ray. The target must succeed on a DC 12 Wisdom saving throw or be charmed until the start of the cthulhi’s next turn. While charmed this way, the target’s speed is halved and it has disadvantage on attack rolls.
2.Fear Ray. The target must succeed on a DC 12 Wisdom saving throw or be frightened until the start of the cthulhi’s next turn.
3.Frost Ray. The target must succeed on a DC 12 Dexterity saving throw or take 10 (3d6) cold damage.
4.Telekinetic Ray. If the target is a Medium or smaller creature, it must succeed on a DC 12 Strength saving throw or be moved up to 30 feet directly away from the cthulhi. If the target is a Tiny object not being worn or carried, the cthulhi can move it up to 30 feet in any direction. The cthulhi may also use this ray to manipulate simple tools or open containers.
Invisibility. The cthulhi magically turns invisible until it attacks or until its concentration ends (as if concentrating on a spell). Any equipment the cthulhi wears or carries is invisible with it.
Comments