Godly beckoning. ebeckon ten of any creature.
Spellcasting. The Cthulhu is a 10-level spellcaster. Its spellcasting ability is charisma (spell save DC None, +10 to hit with spell attacks). The Cthulu every spell prepared
Mind warp. Create false memories in the target's mind, max of 500.
Rupture. Melee Weapon Attack: +15 to hit, reach 500 ft., 1000 targets. Hit: 20 (30d20 + 10) bashing damage.
Psychic blast. Ranged Weapon Attack: +15 to hit, range 2500/5000 ft., 500 targets. Hit: 20 (60d6 + 15) Psychic damage.
Restore. Restore 25 hit points with any bonus action.
Block. Roll a d20. If you roll a 5 or under, you do not block incoming damage.
Enter the description for how legendary actions work for your monster here.
Legendary Action Name (Costs # Actions). Enter the description for your legendary action.
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
an octopus-dragon-human hybrid with a monstrous, scaly, rubbery body, immense claws, and a head featuring a mass of writhing, tentacle-like feelers around a mouth, and large, rudimentary wings on its back.
Lair and Lair Actions
Enter a description of your monster's lair here.
Lair Actions
On initiative count # (losing initiative ties), the [monster name] takes a lair action to cause one of the following effects; the [monster name] can’t use the same effect two rounds in a row:
- Enter a description for a lair action.
- Enter a description for a lair action.
Regional Effects
The region containing a legendary [monster name]’s lair is [enter the effect description], which creates one or more of the following effects:
- Enter a regional effect description.
- Enter a regional effect description.
If the [monster name] dies, these effects fade over the course of #d# days.
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