Brain of Cthulhu (5e Creature)

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Brain of Cthulhu[edit]

Huge aberration, lawful evil


Armor Class 14 (natural armor)
Hit Points 57 (6d12 + 18)
Speed 10 ft., fly 20 ft. (hover)


STR DEX CON INT WIS CHA
15 (+2) 13 (+1) 16 (+3) 24 (+7) 20 (+5) 11 (+0)

Saving Throws Con +6, Cha +3
Proficiency Bonus +3
Damage Vulnerabilities psychic
Condition Immunities charmed, frightened
Senses blindsight 30 ft., passive Perception 15
Languages Deep Speech, telepathy 120 ft.
Challenge 7 (2,900 XP)


Hive Mind. While there is at least one creeper of Cthulhu within range of the brain's telepathy, the brain becomes immune to all damage and attacks against it automatically miss, can perceive everything the creepers sense, and gains a +4 bonus to Wisdom (Perception) checks.

Innate Spellcasting (Psionics). The brain's innate spellcasting ability is Intelligence (spell save DC 15). It can innately cast the following spells, requiring no components:

At will: blindness/deafness, blur
1/day each: confusion, telekinesis

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

Psychic Backlash. A creature that touches the brain or hits the brain with an attack while within 120 feet of it must succeed on a DC 14 Intelligence saving throw or take 6 (1d10 + 1) psychic damage.

ACTIONS

Multiattack. The brain uses its Teleport, then either makes two slam attacks or uses its Mind Blast, if able.

Illusory Duplicates (Recharges after a Short or Long Rest). The brain magically creates up to three illusory duplicates of itself in spaces within 120 feet. It can use its bonus action to move any or all duplicates up to twice its move speed and make them gesture, speak, and act. These duplicates act and react appropriately, but cannot interact with their surrounding or move more than 120 feet from the brain. All duplicates disappear after 1 minute, or if the brain becomes incapacitated.
If a creature uses an action or bonus action to examine the duplicates, it can determine that they are illusions with a successful DC 12 Intelligence (Investigation) check, after which they become faint to that creature. Whenever the brain takes damage, creatures which have seen through the illusion remake this check immediately with advantage, and become unable to tell the duplicates and true brain apart again on a failure.

Mind Blast (Recharge 5–6). The brain magically emits psychic energy in a 60-foot cone. Creatures of the brain's choice in this area must make a DC 14 Intelligence saving throw, taking 24 (5d10 + 5) psychic damage and becoming stunned for 1 minute on a failed save, or taking half as much damage and not being stunned on a success. A stunned creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Slam. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 9 (2d6 + 2) bludgeoning damage.

Teleport. The brain magically teleports up to 60 feet to an unoccupied space it can see.


LEGENDARY ACTIONS

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

Mind Pulse. The brain forces one creature it can contact telepathically to succeed on a DC 14 Intelligence saving throw or take 6 (1d10 + 1) psychic damage.
Move. The brain moves up to half its speed.

A piece of Cthulhu torn asunder, this vile mastermind pulses with agony and surrounds itself with swarms of eyes. Initially taking the form of a massive, tentacled brain with a truncated section of spinal column, the brain of Cthulhu will split open to reveal a beating heart and single furious eye when its minions are killed and it can no longer see through them. It lurks in deep caverns, but will venture out to attempt to avenge its master.

The Brain of Cthulhu's Lair

The brain of Cthulhu slowly spreads a gory corruption to areas it frequents, replacing rock with stone-like flesh, twisting native creatures into larger, more vicious mutant versions of themselves, and fusing the bodies of the dead with the surrounding terrain. It shapes a section of this region into a large cavern with several small dead-end tunnels branching off, similar to a heart with blood vessels extending outwards, and a single twisting corridor leading up to the surface. At the bottom of the tunnels are tumorous growths filled with the treasure the brain has gathered.

Regional Effects

The region containing the brain of Cthulhu's lair is warped by the creature's blasphemous presence, creating the following magical effects:

  • Patches of thorny vines grow from the ground within 1 mile of the lair, up to 10 feet in diameter; this area is difficult terrain, and creatures attempting to move through must succeed on a DC 12 Dexterity saving throw or take 3 (1d6) piercing damage. Five feet of vines can be cleared if a creature uses an action to do so.
  • Water sources within 1 mile of the lair are supernaturally fouled. Enemies of the brain of Cthulhu that drink such water regurgitate it within minutes.
  • Beasts within 1 mile of the lair that have an Intelligence score of 3 or lower are charmed by the brain of Cthulhu. They gain a +2 bonus to their Strength and Constitution ability scores and become aggressive toward intruders in the area.

When the brain of Cthulhu dies, these effects persist but can be removed through the use of the dispel magic spell or similar magic.

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