Amphibious. Cthulhu can breathe air and water
Impossible geometry. ground, air, and water in a 10-foot Emanation originating from Cthulhu is Difficult Terrain. A creature that starts its turn in the Emanation takes 7 (2d6) Bludgeoning damage.
Legendary Resistance (4/day) if Cthulhu fails a saving throw, it can choose to succeed instead.
Magic Resistance. Cthulhu has advantage on saving throws against spells and other magical effects.
Multiattack. Cthulhu makes three Eldritch Claw attacks and uses Spellcasting to cast Befuddlement if available or mind Spike (level 4 version). It can replace one Eldritch Claw attack with a use of Tentacle
Eldritch Claw. Melee Attack Roll: +17 to hit, reach 10 ft., 1 target. Hit: 18 (2d8 + 9) slashing damage plus 9 (2d8) Acid damage. If the target is a large or smaller creature, it has the grappled condition (escape DC 19) from one of two limbs.
Spellcasting. Cthulhu casts one of the following spells requiring no spell components and using intelligence as the spellcasting ability (spell save DC 25):
At will: Mind Spike (level 4 version)
3/day Each: Dream, Geas (can target creature through dreams)
1/day each: Befuddlement, Plane Shift (self only)
Tentacle. Constitution saving throw: DC 25, one creature Grappled by Cthulhu. failure: 21 (6d6) Acid damage plus 13 (3d8) Psychic damage. success: half damage. failure or success: The target's Hit Point maximum decreases by an amount equal to the Psychic damage taken, and Cthulhu regains Hit Points equal to that amount.
warp. Cthulhu teleports to an unoccupied space it can see within 120 feet, taking creatures it is grappled with it. then each creature within 10 feet of the space it left is subjected to the following effect. strength saving throw: DC 25. failure: 7 (2d6) bludgeoning damage plus 7 (2d6) thunder damage, and if the target is a large of smaller creature, it has the prone condition. success: half damage only.
Reaction Name. Enter the description for your action.
Legendary Action uses: 3. Immediately after another creature turn, Cthulhu can expend a use for one of the following actions. Cthulhu regains all expended uses at the start of each of its turns.
Clamp (Costs 1 Actions). Cthulhu makes an Eldritch Claw attack
fold space (costs 1 action). charisma saving throw: DC 25, each creature and object that is not being worn or carried in a 10-foot radius sphere centered on a point Cthulhu can see within 60 feet. failure: 36 (8d8) force damage, and the target is teleported to an unoccupied space within 60 feet of Cthulhu that is horizontal to it. success: half damage only. failure or success: Cthulhu can't take this action again until the start of its next turn.
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.
Comments