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Cave Sovereign

Huge · Aberration · CR 16 · Chaotic Evil

Armor Class
18 (natural armor)
Hit Points and Hit Dice
253 (22d12+110)
Challenge Rating CR
16

Ability Scores

Core attributes and their modifiers.

STR
25
+7
DEX
8
-1
CON
20
+5
INT
16
+3
WIS
12
+1
CHA
20
+5

Overview

Category Monsters
Size Huge
Type Aberration
Alignment Chaotic Evil
XP 15000
Initiative Bonus -1

Movement

Walk 40 ft (12.2 m)
Swim 20 ft (6.1 m)
Climb 30 ft (9.1 m)
Crawl 20 ft (6.1 m)

Senses

Darkvision 120 ft (36.6 m)
Tremorsense 60 ft (18.3 m)
Passive Perception 16

Saving Throws

Constitution +1 Intelligence +8 Wisdom +6

Skills

Perception +1

Languages

understands all but can't speak, telepathy 120'

Resistances & Immunities

Damage Immunities
psychic
Damage Resistances
poison, radiant; nonmagic B/P/S attacks not made w/adamantine weapons
Condition Immunities
charmed, frightened

Traits

Deathlights

When a creature that can see sovereigh's glowing antennae starts its turn within 30' of it sovereign can force it to make a DC 18 Wis save if sovereign isn’t incapacitated and can see the creature. If save fails by 5+ creature is stunned until the start of its next turn. Otherwise creature that fails is incapacitated and its speed is reduced to 0 until start of its next turn as it remains transfixed in place by the lights. Unless surprised creature can avert its eyes to avoid the save at start of its turn. If creature does so it can’t see sovereign until start of its next turn when it can avert again. If creature looks at sovereign in the meantime it must immediately save.

Illumination

Its antennae shed dim light in a 5 ft. radius. Radius increases to 20' while at least one creature is incapacitated or stunned by Deathlights. At start of its turn if no creatures are incapacitated or stunned by Deathlights sovereign can suppress this light until start of its next turn.

Inscrutable

Immune to any effect to sense its emotions or read its thoughts as well as any divination spell it refuses. Wis (Insight) checks made to ascertain sovereign's intentions or sincerity have disadvantage.

Legendary Resistance (3/Day)

Choose to succeed failed save.

Magic Resistance

Advantage: spell/magic effect saves.

Sinuous Form

Provided there is suitable room to accommodate its bulk can squeeze through any opening large enough for a Small creature.

Spider Climb

Difficult surfaces even ceilings no ability check.

Legendary Actions

Cast a Spell

Cost 2

Uses Spellcasting.

Move

Cost 1

The cave sovereign moves up to its speed with o provoking opportunity attacks.

Tail Attack

Cost 2

Makes one Tail attack.

Telekinetic Reel

Cost 1

Magically pulls incapacitated or stunned creature by its Deathlights it can see up to 20' straight toward it.

About Cave Sovereign

Cave Sovereign is a huge aberration with a Challenge Rating of 16. It has a chaotic evil alignment.

In combat, this creature maintains an Armor Class of 18 and possesses 253 hit points (derived from 22d12+110).

Cave Sovereign has communication capabilities including understands all but can't speak, telepathy 120'. This allows it to interact verbally with various creatures and characters.

GM Tips: Using Cave Sovereign

2 tips available

When using Cave Sovereign in your D&D 5e campaign, consider these tactical approaches:

  • Climbing Advantage: This creature can climb at 30 ft. It can use walls and ceilings for tactical positioning. Consider using 'Spider Climb' negation or fighting in open areas without vertical surfaces.
  • Telepathic Communication: This creature can communicate telepathically, making it excellent for coordination with allies. Silence spells won't stop its communication. Consider 'Mind Blank' or abilities that block telepathy.

Player Guide: Facing Cave Sovereign

2 strategies available

When your party encounters this creature, keep these strategies in mind:

  • Climbing Defense: This creature can climb at 30 ft! It can use walls and ceilings for surprise attacks. Fight in open areas without vertical surfaces. 'Spider Climb' negation spells can help.
  • Telepathy Awareness: This creature communicates telepathically! It can coordinate with allies silently. Silence won't stop it. Use 'Mind Blank' or abilities that block telepathy. Be cautious of mental attacks.

Encounter Building Calculator

Standard Party Encounter (4-5 characters):

This creature is a medium encounter for a party of 4 characters of level 16.

Solo Encounter:

A single character of level 20 (up to level 20) can face this creature in a medium to hard encounter.

Experience Point Thresholds:

  • Medium: 27,200 XP
  • Hard: 40,800 XP
  • Deadly: 54,400 XP

Based on D&D 5e Dungeon Master's Guide encounter building guidelines. CR roughly equals party level for medium encounters.

Frequently Asked Questions

What is the challenge rating of Cave Sovereign?
Cave Sovereign has a Challenge Rating of 16, making it appropriate for parties of level 16.0.
What type of creature is Cave Sovereign?
Cave Sovereign is a Huge Aberration, which affects how certain spells and abilities interact with it.
What languages does Cave Sovereign speak?
Cave Sovereign can communicate in understands all but can't speak, telepathy 120'.

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