Huge swarm of Large aberrations, Lawful Evil
Armor Class 17 (natural armor)
Hit Points 200 (18d10 + 36)
Speed 60 ft., swim 60 ft.
STR
15 (+2)
DEX
15 (+2)
CON
20 (+5)
INT
20 (+5)
WIS
16 (+3)
CHA
7 (-2)
Saving Throws CON +10, INT +10, WIS +8
Skills History +12, Perception +10
Damage Immunities Necrotic, Poison, Psychic; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Condition Immunities Blinded, Charmed, Deafened, Exhaustion, Frightened
Senses Darkvision 120 ft., Passive Perception 20
Languages Deep Speech, Telepathy 120 ft. Deep Speech, Common, Frog
Challenge 14 (11,500 XP)
Proficiency Bonus +5
Traits

Amphibious. Ythogthua can breathe air and water.

Euclidean Madness. Ythogthua emits psyonic energy. Any creature within 5 feet of it must make a DC 14 Constitution saving throw. On a failure, the creature takes 2d6 +1 psychic damage. They also take 1 level of madness. On a save they take half as much damage and do not take madness.

Palingenesis. When Ythogthua is reduced to 0 hit points or killed, only his physical shell is destroyed. It will reform at a later point.

Regeneration. Ythogthua regains 10 hit points at the start of his turn.

Siege Monster. Ythogthua deals double damage to objects and structures.

Magic Resistance. Ythogthua has advantage on saving throws against spells and other magical effects.

Magic Weapons. Ythogthua's weapon attacks are magical.

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

Eldritch Howl. (Recharge 6) Cthulhu emits a soul-splintering howl. Each creature in a 60-foot radius around Cthulhu must make a DC 15 Constitution saving throw, taking 30 (3d10) thunder damage on a failed save and be deafened until the end of its next turn, or half as much and not deafened on a successful one. Each creature also has to make a DC 25 Wisdom saving throw, taking 30 (3d10) psychic damage on a failed save, or half as much damage on a successful one. Being Deafened does not protect against psychic and grants immunity to Thunder Damage. If a character fails the eldritch howl three times they take one level of madness.

Actions

Multiattack. The Ythogthua makes four tentacle attacks. If a creature is grappled it makes a bite attack

Tentacles. Melee Weapon Attack: +6 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 Strength saving throw or become grappled. 

Bite. Melee Weapon Attack: +6 to hit, reach 10 ft. one target. Hit: 15 (3d6 + 5) bludgeoning damage.

Enslave (3/Day). Ythogthua 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 Ythogthua  until Ythogthua dies or until it is on a different plane of existence from the target. The charmed target is under Ythogthua's control and can't take reactions, and Ythogthua 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 Ythogthua.

Once the charmed is freed from Ythogthua's control they have an intense fear of Giant Frogs, Bullywugs and other amphibious creatures.

Legendary Actions

Ythogthua 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. The aboleth regains spent legendary actions at the start of its turn.

Detect. Ythogthua makes a Wisdom (Perception) check.

Unspeakable Horror (Costs 3 Actions). Ythogthua consumes the soul of an unconscious creature within 120 feet of it that it can see. The creature dies and cannot be resurrected except via a Wish spell or until Ythogthua chooses to release its soul or until his physical form is destroyed.

Psychic Drain (Costs 2 Actions). One creature charmed by the aboleth takes 10 (3d6) psychic damage, and the aboleth regains hit points equal to the damage the creature takes.

Description

Ythogthua is the second son of Cthulhu and resembles a gigantic, humanoid frog, or Deep Ones, with only a single, huge eye in the center of his forehead like a cyclops. A dense mane and a beard of writhing tentacles grows from his head. Ythogtha is incredibly large

Lair and Lair Actions

Ythogthua's lair in subterranean lakes or the rocky depths of the ocean, often surrounded by the ruins. Ythogthua spends most of its existence underwater, surfacing occasionally to treat with visitors or deranged worshipers.

Lair Actions

When fighting inside its lair, an Ythogthua can invoke the ambient magic to take lair actions. On initiative count 20 (losing initiative ties), Ythogthua  takes a lair action to cause one of the following effects:

  • The aboleth 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, Ythogthua 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 the Ythogthua's phantasmal force lair action for the next 24 hours, although such a creature can choose to be affected.
  • Pools of water within 90 feet of Ythogthua 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. Ythogthua can’t use this lair action again until it has used a different one.
  • Water in Ythogthua 's lair magically becomes a conduit for the creature’s rage. Ythogthua can target any number of creatures it can see in such water within 90 feet of it. A target must succeed on a DC 14 Wisdom saving throw or take 7 (2d6) psychic damage. Ythogthua can’t use this lair action again until it has used a different one.

Regional Effects

The region containing an Ythogthua 's lair is warped by the creature’s presence, which creates one or more of the following effects:

  • The time/space in Ythogthua's lair is altered by its presence. Magic attacks don't hit during the caster's turn. Instead they land on Ythogthua's turn.
  • Water sources within 1 mile of the lair are supernaturally fouled. Enemies of the Ythogthua that drink such water vomit it within minutes.
  • Ythogthua can summon 2d8 Bullywug minions with 1 hp each during each of its turns.

If the Ythogthua dies, the first two effects fade over the course of 3d10 days.

Monster Tags: abberation

Habitat: Underdark

Dapperaven

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