Large Aberration (Human), Chaotic Evil
AC 22 Natural    Initiative +8 (18)
HP 270 (25d10 + 33)
Speed 40 ft.
Mod Save
STR 12 +1 +1
DEX 14 +2 +2
CON 18 +4 +4
Mod Save
INT 12 +1 +6
WIS 18 +4 +9
CHA 25 +7 +12
Resistances Force, Necrotic; Bludgeoning, Piercing, and Slashing from Magical Attacks
Senses Blindsight 120ft.; Passive Perception 18
Languages Common, Infernal, Undercommon
CR 14 (XP 11,500; PB +5)
Traits

Madening Presence. All opposing creatures in a 10ft. Radius around the Elder have to make a DC17 WIS save at the start of the Elders next turn or take 3d6 phychic damage.

Caustic Body. The body of the Elder is covered in caustic mucus, causing every creature touching the elders body to take (2d6) Acid damage.

Abberant nature. The elder does not need to eat, drink or sleep.

Spellcasting. The Cultist Elder is a 14th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 17, +10 to hit with spell attacks). The Cultist has following spells prepared:
At Will. Eldrich Blast, Mind Sliver, Minor Illusion
(3/Day). Arms of Hadar, Vampiric Touch, Misty Step
(2/Day) Shield, Counterspell
(1/Day). Hunger of Hadar, Banishment

Actions

Multiattack. The elder makes either 2 lash attacks, or fires 2 arcane bolts.

Tentacle lash. Melee Attack Roll: +10, reach 15 ft. Hit: 12 (3d4) Bludgeoning damage plus (2d6) Acid damage. If the target is a Large or smaller creature, it is grappled (escape DC 17).

Action Ranged Attack. Ranged Weapon Attack: +8 to hit, range 90 ft., Hit:  (4d8) Psychic damage.

Psyonic Dominance(2/Day):  The elder forces a wisdom save (DC17) on a target, if it fails, the target is charmed until the elders nect turn. The target can attempt to break the Control on their next turn, if they fail they take 2d6 Psychic damage.

Bonus Actions

Misty Step(3/Day)

Reactions

Psyonic Disturbance. If a creature is concentrating on a spell in a radius of 40ft., the Elder forces a concentration check on the target. The traget makes a WIS Save DC17 or it looses their contration.

Counterspell (2/Day)

Shield(2/Day)

 

Legendary Actions

Legendary Action Uses: 3. Immediately after another creature’s turn, the elder can expend a use to take one of the following actions. The elder regains all expended uses at the start of each of its turns

Caustic Secretion (Costs 2 Actions). If the elder has a target grappled it cna secrete more mucus on that tentacle to cause 4d6 Acid damage.

Lash (Costs 1 Actions). The elder makes a single lash attack.

Eldritch Interferance (Costs 3 Actions). The elder can make a psyonic attack on a creature concentrating on a spell within 30ft, the target makes a WIS save DC15 or take (4d6) Psychic damage and make a concentration check.

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

Enter a general description for your monster here.

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.

Monster Tags: abberation

Treasure:  Arcana

Lorekeeper_Zeen