Huge Undead, Lawful Evil
Armor Class 10 Natural Armor
Hit Points 260 (25d10 + 100)
Speed 10 ft.
STR
16 (+3)
DEX
8 (-1)
CON
22 (+6)
INT
26 (+8)
WIS
18 (+4)
CHA
20 (+5)
Saving Throws INT +14, WIS +10, CHA +11
Skills Arcana +12, Deception +12, Insight +15, Intimidation +14, Persuasion +13
Damage Resistances Necrotic, Psychic
Damage Immunities Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Condition Immunities Poisoned
Senses Blindsight 200 ft, Passive Perception 14
Languages Telepathy 5 Miles
Challenge 18 (20,000 XP)
Proficiency Bonus +6

Intelligence Sense. Cyrog is aware of the presence of creatures within 5 miles of it that have an intelligence score of 4 or higher. It knows the distance and direction to each creature, as well as one's intelligence score, but can't sense anything else about it. A creature protected by a mind blank spell, a nondetection spell, or similar magic can't be perceived in this manner.

Life Sense. Cyrog is aware of the presence of living creatures within 5 miles of it. Constructs and Undead cannot be perceived in this manner.

Undead Nature. Cyrog does not require air, food, drink or sleep.

Psionic Nature. Cyrog counts as an Aberration.

Undead Fortitude. If damage reduces Cyrog to 0 hit points, it must make a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is Radiant or from a Critical Hit. On a success Cyrog instead drops to 1 hit point.

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

Magic Resistance. Cyrog has advantage on saving throws against spells and other magic.

Psionic Fear. If Cyrog is subjected to an effect that would Turn Undead the caster must make a Wisdom Saving Throw (DC 18) or become frighted of Cyrog for 1 minuet or until they take any damage.

Telepathic Hub. Cyrog can use his telepathy to initiate and maintain telepathic conversations with up to ten creatures at a time. While linked those creatures can speak telepathically to each other.

Planar Immunity. If Cyrog is sent to a different plane of existence by the effects of Banishment, Plane Shift or similar magic he can use his action to teleport back to the space he occupied before the spell took effect. Any creatures in that space are ejected into the nearest unoccupied space.

 

 

 

 

Actions

Multiattack. Cyrog makes 2 Tentacle attacks

Tentacle. Melee Weapon Attack +8 to hit, reach 40 ft., one target. Hit: 20 (4d8 + 2) bludgeoning damage plus 8 (2d8) psychic damage. If the creature is Huge or smaller it is grappled (DC 18). Cyrog can have up to 6 creatures grappled in this way.

Psychic Screech (Recharge 5-6).  Cyrog emits a bloodcurdling screech. Each creature within 100ft. of Cryog makes and Intelligence saving throw (DC 18). On a failure the creature takes 32 (5d10 + 5) psychic damage or half as much on a successful one. If the creature fails by 5 or more they are reduced to 0 hit points. On a natural roll of 1 there is a 30% chance the creatures head explodes. Any creature that fails is stunned for 1 minuet and can repeat the saving throw on their turn to end the effect.

Life Drain. Cyrog drains life from as many creature as it has grappled. Each creature Cyrog has grappled makes a DC 19 Constitution saving throw. On a failiure the creature takes 21 (6d6) necrotic damage or half as much on a successful one. Cyrog than regains hit points equal to the total damage.

Reactions

Fallen Puppet. When a creature falls to 0 hit points within 100 feet of Cyrog he can cause it to make one attack against a creature he chooses within range.

Legendary Actions

Cyrog can take 3 legendary actions, choosing from the options below. It can take only one legendary action at a time and only at the end of another creature's turn. Cyrog regains spent legendary actions at the start of its turn.

Tentacle (Costs 1 Acton). Cyrog makes a tentacle attack against one creature.

Control the Fallen (Costs 1 actions). Cyrog targets one creature within 100 feet of him that has 0 hit points or that is dead. That creature rises up and becomes controlled by Cyrog. Roll initiative for the creature if it didn't have one. On its turn Cyrog controls it to do whatever it wishes. If that creature takes damage or regains any hit points this effect ends. Cyrog can control up to 5 creatures with this ability. If a creature has to make Death saving throws it no longer does while being controlled.

Description

Cyrog had fallen to a group of adventurers but was raised to undeath by Orcus himself when he rose from the Abyss. Cyrog then commanded his colony to follow him into undeath. Even after Orcus was sent back to the Abyss at the end of Out of the Abyss, Cyrog retained his power. Although it lost some abilities when he became undead he gained far stronger ones to replace them. Its rotten flesh swelled with necrotic and psionic energy which made him grow far larger. No longer thinking of itself as the most important thing in the nuniverse now it lives only to serve Orcus and to return the Demon of Undeath back to their world to continue its onslaught.

Rather than the normal process of making its servants Cyrog has a special method of creating Mind Flayers or other creatures which serve him. Any creature turned into a Mind Flayer or similar creature by Cyrog gains the Undead Fortitude trait and becomes and Undead. During the fight Cyrog will not hesitate to grapple its own allies to absorb their hit points, any creature allied to Cyrog will choose to fail the saving throw against being grappled.

Lair and Lair Actions

The Colony of Cyrog mimics the Lair of Orcus in the Abyss. Its alien caverns adorned with rotting flesh and bone with carpets of woven hair covering the floor. Otherwise it is identical to a normal Mind Flayer Colony.

Lair Actions

On initiative count 20 (losing initiative ties), Cyrog takes a lair action to cause one of the following effects; Cyrog can’t use the same effect two rounds in a row:

  • Cyrog targets a creature. That creature gains a flash of inspiration and has advantage on an attack, ability check or saving throw of its choice. This must be used before the end of its next turn or the flash of inspiration is lost.
  • Cyrog casts wall of force
  • Cyrog can cast create undead, choosing the level the spell is cast. Once this is used it cannot be used again for 1 hour.
  • Cyrog targets one creature. It must make a DC 18 Charisma saving throw or be stunned. The target can repeat the saving throw during its turn to end the effect.

Regional Effects

The area containing Cyrog’s lair is warped 5 miles around by its psionic and necromantic energy, which creates one or more of the following effects:

  • Creatures within 5 miles of the lair feel as if their being watched even though they are not.
  • Dead creatures within 5 miles of the creatures have a 50% chance every day of reanimating as a zombie.
  • A thick fog permeates the area 5 miles around the lair.
  • Plants do not grow within 5 miles of the lair. Any plants already there are sickly and twisted.
  • Creatures within 5 miles of the lair have disadvantage on saving throws against disease and poison.

If Cyrog dies, these effects fade over the course of 3 months.

Monster Tags: undeadabberation

Environment: Underdark

Thorzap

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