Monster
Lorthuun
Outside your table’s allowed sources
Official reference · OotA · 2014
- Creature type
- Aberration
- Size
- Large
- Armor class
- 18 (natural armor)
- Hit points
- 180 (19d10 + 76)
- Speed
- Fly 20 ft. (hover)
- Challenge rating
- 9
- Alignment
- Lawful Evil
- Strength
- 10
- Dexterity
- 14
- Constitution
- 18
- Intelligence
- 17
- Wisdom
- 15
- Charisma
- 17
- Passive Perception
- 22
- Saving Throws
- int: +8; wis: +7; cha: +8
- Skills
- perception: +12
- Senses
- darkvision 120 ft.
- Languages
- Deep Speech, Undercommon
- Condition Immunities
- prone
Traits
Antimagic Cone
Lorthuun's central eye creates an area of antimagic, as in the antimagic field spell, in a 150-foot cone. At the start of each of its turns, Lorthuun decides which way the cone faces and whether the cone is active. The area works against Lorthuun's own eye rays.
Actions
Bite
Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 14 (4d6) piercing damage.
Eye Rays
Lorthuun shoots three of the following magical eye rays at random (reroll duplicates), choosing one to three targets it can see within 120 feet of it:
- 1. Charm Ray: The targeted creature must succeed on a DC 16 Wisdom saving throw or be charmed by Lorthuun for 1 hour, or until Lorthuun harms the creature.
- 2. Paralyzing Ray: The targeted creature must succeed on a DC 16 Constitution saving throw or be paralyzed for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
- 3. Fear Ray: The targeted creature must succeed on a DC 16 Wisdom saving throw or be frightened for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
- 4. Slowing Ray: The targeted creature must succeed on a DC 16 Dexterity saving throw. On a failed save, the target's speed is halved for 1 minute. In addition, the creature can't take reactions, and it can take either an action or a bonus action on its turn, not both. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
- 5. Enervation Ray: The targeted creature must make a DC 16 Constitution saving throw, taking 36 (8d8) necrotic damage on a failed save, or half as much damage on a successful one.
- 6. Telekinetic Ray: If the target is a creature, it must succeed on a DC 16 Strength saving throw or Lorthuun moves it up to 30 feet in any direction. It is restrained by the ray's telekinetic grip until the start of Lorthuun's next turn or until Lorthuun is incapacitated. If the target is an object weighing 300 pounds or less that isn't being worn or carried, it is moved up to 30 feet in any direction. Lorthuun can also exert fine control on objects with this ray, such as manipulating a simple tool or opening a door or a container.
Legendary action uses: 3. The creature can use one option at the end of another creature’s turn and regains spent uses at the start of its turn.
Legendary actions
Eye Ray
Lorthuun uses one random eye ray.