Gargantuan Monstrosity, Chaotic Evil
AC 19 Natural Armor    Initiative +2 (12)
HP 445 (30d20 + 120)
Speed 80 ft., Walk 30 ft., Climb 30 ft.
Mod Save
STR 26 +8 +14
DEX 14 +2 +2
CON 19 +4 +10
Mod Save
INT 20 +5 +11
WIS 18 +4 +10
CHA 18 +4 +4
Skills Arcana +11, Perception +16, Stealth +8
Resistances Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Immunities Cold, Psychic; Charmed, Frightened, Grappled, Paralyzed, Restrained
Senses Blindsight 90Ft, Darkvision 240Ft; Passive Perception 26
Languages Deep Speech, Telepathy 300Ft
CR 20 (XP 25,000; PB +6)
Traits

Amphibious. The Brood Lord can breathe air and water.

Hive Mind Control. The Brood Lord can communicate telepathically with any allied octopus within 300 ft. It can command them without using an action.

Legendary Resistance (3/Day). If the Brood Lord fails a saving throw, it can choose to succeed instead.

Magic Resistance. The Brood Lord has advantage on saving throws against spells and other magical effects.

Magic Weapons. The Brood Lord’s weapon attacks are magical.

Actions

Multiattack. The Brood Lord makes four Tentacle attacks or three Tentacle attacks and one Psychic Wave.

Tentacle. Melee Weapon Attack: +14 to hit, reach 30 ft., one target.
Hit: 29 (4d10 + 8) bludgeoning damage, and the target is grappled (escape DC 20). Until this grapple ends, the target is restrained. The Brood Lord can grapple up to eight creatures.

Psychic Wave (Recharge 5–6). The Brood Lord emits a psychic pulse in a 60-foot radius. Each creature of its choice in range must succeed on a DC 19 Intelligence saving throw or take 45 (10d8) psychic damage and be stunned until the end of its next turn.

Ink Cloud (Recharges after a Short or Long Rest). While underwater, the Brood Lord can expel an ink cloud in a 60-foot radius. The area becomes heavily obscured for 1 minute. Currents do not disperse the cloud.

Bonus Actions

Bonus Action Name. Enter the description for how bonus actions work for your monster here.

Reactions

Reaction Name. Enter the description for your action.

Legendary Actions

The Brood Lord 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.

 

  • Tentacle Attack (Costs 1 Action). Makes one Tentacle attack.

  • Psychic Command (Costs 2 Actions). Commands all allied octopi within 120 ft. to move up to half their speed and make one attack.

  • Crush (Costs 3 Actions). The Brood Lord squeezes all creatures it is grappling. Each must make a DC 20 Constitution save, taking 35 (6d10) bludgeoning damage on a failed save, or half as much on a success.

 

 

Mythic Actions

Mythic Action Name. Enter the description for how mythic actions work for your monster here.

Mythic Action Name (Costs # Actions). Enter the description for your mythic action.

Description

A massive, ancient octopus that is part cephalopod, part arcane conduit. Its tentacles are inscribed with bioluminescent runes, and it commands lesser octopi through pulses of psychic magic. It thrives in deep water but can survive on land for limited periods. Its lair is a partially flooded cavern network littered with bones, glowing algae, and strange egg sacks.

Lair and Lair Actions

The Brood Lord’s lair is an abyssal cavern system, with vertical shafts, submerged passages, and chambers littered with strange organic growths.

Lair Actions

On initiative count 20, the Brood Lord takes a lair action to cause one of the following effects; the Brood Lord can’t use the same effect two rounds in a row:

  • Psychic Pulse. All enemies in the lair must make a DC 18 Intelligence save or be stunned until the end of their next turn.

  • Tentacle Barrage. The walls, floor, or water erupt with spectral tentacles. All creatures of the Brood Lord’s choice in a 30-ft. radius must make a DC 19 Dexterity save or take 21 (6d6) bludgeoning damage and be restrained until the end of their next turn.

  • Brood Spawn. The Brood Lord spawns 1d4 Swarm Spawn Octopi in unoccupied spaces within 30 ft.

Regional Effects

The region containing a legendary Brood Lord’s lair creates one or more of the following effects:

  • Crushing Depths: While submerged, creatures not adapted to deep water must succeed on a DC 15 Constitution saving throw every 10 minutes or gain one level of exhaustion due to crushing pressure.

  • Dim Bioluminescence: The cavern is dimly lit by eerie blue-green glow from runes and algae. Illumination shifts in intensity at the Brood Lord’s will, allowing it to grant all allied octopi advantage on Stealth checks until the end of its next turn.

  • Slippery Surfaces: Areas above the waterline are slick with brine and algae. A creature that moves more than 10 ft. on a turn must succeed on a DC 14 Dexterity saving throw or fall prone.

If the Brood Lord dies, these effects fade over the course of 90 days.

Environmental Hazards (Triggered in Combat)

 

  • Collapsing Coral Spire

    • A brittle coral column snaps loose, crashing into the water or across the cavern floor.

    • Creatures in a 20-ft. line must make a DC 18 Dexterity save or take 22 (4d10) bludgeoning damage and be knocked prone. If in water, the column creates a cloud of debris that heavily obscures a 15-ft. cube until the end of the next round.

  • Boiling Vent Eruption

    • Superheated water bursts from cracks in the rock.

    • All creatures within a 15-ft. radius of the vent must succeed on a DC 17 Constitution saving throw or take 18 (4d8) fire damage and be blinded until the start of their next turn as steam scalds their eyes.

  • Egg Sac Rupture

    • A massive translucent sac ruptures, releasing a swarm of Swarm Spawn Octopi into a 15-ft. radius.

    • All creatures in the area must make a DC 16 Strength saving throw or be grappled by two of the newly spawned octopi immediately. The swarm rolls initiative and acts on its own turn thereafter.

  • Current Surge

    • A powerful underwater current sweeps through the chamber.

    • All creatures underwater must succeed on a DC 18 Strength saving throw or be pushed 30 ft. in a direction of the DM’s choice and knocked prone. Creatures pushed into walls or stalagmites take 11 (2d10) bludgeoning damage.

 

Habitat: ArcticCoastalSwampUnderdarkUnderwater

Naruthebrown

Comments

Posts Quoted:
Reply
Clear All Quotes