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) 19 (+4) 15 (+2) 11 (+0)

Saving Throws Int +7
Skills Perception +5
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 of Cthulhu's telepathy, the brain of Cthulhu is immune to damage and attacks against it automatically miss, it can perceive everything the creepers sense, and it gains a +4 bonus to Wisdom (Perception) checks.

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

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

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

Psychic Backlash. A creature that touches the brain of Cthulhu or hits it with an attack while within 60 feet of makes a DC 14 Intelligence saving throw, taking 6 (1d10 + 1) psychic damage on a failed save or half as much on a success.

ACTIONS

Multiattack. The brain of Cthulhu uses its Teleport, then makes two melee attacks.

Illusory Duplicates (Recharge after a Short or Long Rest). The brain of Cthulhu creates three illusory duplicates of itself. 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.
If a creature uses its action to examine the duplicates, the creature can determine that they are illusions with a successful DC 14 Intelligence (Investigation) check, after which they become faint to that creature. Whenever the brain of Cthulhu takes damage, creatures which have seen through the illusion repeat the saving throw with the DC lowered cumulatively by -4, and become unable to tell the duplicates and true brain apart again on a failed save.

Mind Blast (Recharge 5–6). The brain of Cthulhu magically emits psychic energy. Creatures of the brain of Cthulhu's choice in a 90 foot cone originating from it must succeed on a DC 14 Intelligence saving throw or take 24 (5d10 + 5) psychic damage and be stunned for 1 minute. A target 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 of Cthulhu magically teleports up to 120 feet to an unoccupied space it can see.

LEGENDARY ACTIONS

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

Mind Pulse. The brain of Cthulhu forces one creature it can contact telepathically to make a DC 14 Intelligence saving throw, taking 6 (1d10 + 1) psychic damage on a failed save or half as much on a success.
Move. The brain of Cthulhu 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 brain with a section of spinal column, the brain of Cthulhu will split open to reveal a beating heart and single furious eye when 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 2 or lower are charmed by the brain of Cthulhu. They gain a +1 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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