Huge Aberration, Unaligned
AC 18 Plot Armour    Initiative +2 (12)
HP 374 (44d10 + 66)
Speed 40 ft., Fly 40 ft.
Mod Save
STR 14 +2 +2
DEX 14 +2 +2
CON 16 +3 +3
Mod Save
INT 14 +2 +2
WIS 16 +3 +7
CHA 20 +5 +9
Skills Arcana +9, Deception +12, Perception +10, Performance +12, Persuasion +12
Immunities Poisoned
Senses Darkvision 120ft; Passive Perception 21
Languages Deep Speech, Telepathy 120ft
CR 12 (XP 8,400; PB +4)
Traits

Alien Mind. If a creature tries to read the Celluloid's thoughts or deals psychic damage to it, that creature must succeed on a DC 18 Wisdom saving throw or be stunned for 1 minute. The stunned creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. 

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

Probing Telepathy. If a creature the Celluloid can see communicates telepathically with the Celluloid, the Celluloid learns the creature's greatest desires.

Regeneration. The Celluloid regains 10 hit points at the start of its turn. If it takes fire or radiant damage, this trait doesn't function at the start of its next turn. The Celluloid dies only if it starts its turn with 0 hit points and doesn't regenerate.

Spellcasting. The Celluloid is a 7th level spellcaster. Its spellcasting ability is Charisma (spell save DC 18, +12 to hit with spell attacks). The Celluloid has following spells prepared:
At Will: Dancing Lights,Minor Illusion,Detect Magic
3/day:Silent Image,Major Image, Programmed Illusion
2/day:Distorted Distance,[Tooltip Not Found], Phantasmal Force[/Spell],Silence
1/day:Phantasmal Killer, Dream, Modify Memory, Programmed Illusion, Mass Suggestion

Actions

Multiattack. The Celluloid makes two Pseudopod attacks and uses either Spellcasting or Memories if available. 

Pseudopod. Melee Attack Roll: +9, reach 10 ft. Hit: 12 (2d6 + 5) Bludgeoning damage. If the target is a Large or smaller creature, it has the grappled condition (escape DC 14). The Celluloid can only grapple one creature at a time.

Memories. Charisma Saving Throw: DC 17, one creature within 30 feet that ischarmed orgrappled by the Celluloid. Failure: 7 (2d6) Psychic damage. Success: Half damage. Failure or Success: The Celluloid gains the target's memories if the target is reduced to 0 Hit Points this action.

 

Bonus Actions

Recasting. The Celluloid magically transforms into any creature. It retains its game statistics (other than its size). This transformation ends if the Celluloid is reduced to 0 hit points or uses a bonus action to end it.

Movie Magic (2/Day). The Celluloid casts Charm Person using the same spellcasting ability as Spellcasting.

Reactions

Let Me Take it From the Top. If the Celluloid makes a successful saving throw against a spell or a spell attack misses it, the Celluloid can choose another creature (including the spellcaster) it can see within 120 feet of it. The spell targets the chosen creature instead of the Celluloid. If the spell forced a saving throw, the chosen creature makes its own save. If the spell was an attack, the attack roll is rerolled against the chosen creature.

Take Two! When an creature within 60 feet of the celluloid succeeds on a d20 roll, the Celluloid can use its reaction to force the creature to reroll that successful roll.

 

Legendary Actions

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

It Came From Below (Costs 1 Actions).The Celluloid makes a Pseudopod attack.

The Camera Loves You! (Costs 2 Actions). The Celluloid casts Dominate Person or Hypnotic Pattern using the same spellcasting ability as Spellcasting. 

Your Name Up in Lights (Costs 2 Actions). The Celluloid projects a 15-foot cone of reality warping energy. Each creature in that area must make a DC 17 Charisma saving throw. On a failed save, the creature is charmed by the Celluloid for 1 minute. While charmed in this way, the target tries to get as close to the Celluloid as possible, using its actions to dash until it is within 5 feet of the Celluloid. A charmed target can repeat the saving throw at the end of each of its turns and whenever it takes damage, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature has advantage on saving throws against this effect for 24 hours.

 

 

 

Description

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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.

Habitat: Planar (Astral Plane)

Jackathornber

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