Terrifying Mind. If a creature communicates telepathically with Kaalut, the creature must succeed a saving throw of wisdom 14 or be frightened
Multiattack. Kaalut makes three claw attacks.
Claws. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 12 (2d6 + 5) bludgeoning damage. If the target is a creature, it must succeed on a DC 14 Constitution saving throw or become diseased. The disease lasts for 1d4 hours or until it is cured. A creature with this disease cannot move. everytime the diseased creature uses its movement on its turn it takes 1d6(3) damage.
Slam. Melee Weapon Attack: +9 to hit, reach 10 ft. one target. Hit: 15 (3d6 + 5) bludgeoning damage. If Kaalut has taken the dash action within the last turn, the damage dealt is doubled.
Enslave (3/Day). Kaalut targets one creature it can see within 30 feet of it. The target must succeed on a DC 14 Wisdom saving throw or be magically charmed by the aboleth until Kaalut dies or until it is on a different plane of existence from the target. The charmed target is under the Kaalut's control and can't take reactions, and Kaalut and the target can communicate telepathically with each other over any distance.
Whenever the charmed target takes damage, the target can repeat the saving throw. On a success, the effect ends. No more than once every 24 hours, the target can also repeat the saving throw when it is at least 1 mile away from Kaalut.
Kaalut can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. Kaalut regains spent legendary actions at the start of its turn.
Detect tremors. Any creature that moved within the last turn(within 1 mile) is visible to Kaalut. (Costs 2 actions)
Slam. Kaalut makes one slam attack.
Psychic Drain (Costs 2 Actions). One creature charmed by Kaalut takes 10 (3d6) psychic damage, and Kaalut regains hit points equal to the damage the creature takes.
Lair and Lair Actions
Kaalut within its Lair, surrounded by its dusty corruption, is stronger, and has control over it.
Lair Actions
When fighting inside its lair, Kaalut can invoke the ambient magic to take lair actions. On initiative count 20 (losing initiative ties), Kaalut takes a lair action to cause one of the following effects:
- Kaalut casts phantasmal force (no components required) on any number of creatures it can see within 60 feet of it. While maintaining concentration on this effect, Kaalut can’t take other lair actions. If a target succeeds on the saving throw or if the effect ends for it, the target is immune to Kaaluts phantasmal force lair action for the next 24 hours, although such a creature can choose to be affected.
- Pools of Dust within 90 feet of Kaalut surge outward in a grasping tide. Any creature on the ground within 20 feet of such a pool must succeed on a DC 14 Strength saving throw or be pulled up to 20 feet into the water and knocked prone. Kaalut can’t use this lair action again until it has used a different one.
- Dust in Kaaluts lair magically becomes a conduit for the creature’s rage. Kaalut can target any number of creatures it can see in such dust within 90 feet of it. A target must succeed on a DC 14 Wisdom saving throw or take 7 (2d6) psychic damage. Kaalut can’t use this lair action again until it has used a different one.
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