![]() ![]() ![]() The True Eye of Cthulhu, Spike Ball, Blazing Wheel, and flying Golem Head are the only truly invincible enemies.Using the Master Ninja Gear greatly boosts mobility and grants a chance of dodging, hence it is very useful for avoiding the eye's attacks.This makes dodging simpler, as their attacks will mostly overlap with each other. This is done by only depleting the hand or head's health to zero during the cycle's final Phantasmal Sphere attack. To prevent oneself from being overwhelmed by the True Eyes of Cthulhu's attacks, it is beneficial to defeat all three eyes at the same time in their attack cycles.Because they are impossible to kill, the True Eyes of Cthulhu disappear only after the Moon Lord is killed or all players are defeated.The True Eye of Cthulhu's attacks always follow a set cycle: Phantasmal Bolts → Phantasmal Spheres → Phantasmal Eyes → Phantasmal Deathray → Phantasmal Spheres.Phantasmal Deathray: The eye fires a miniature version of the Moon Lord's Deathray which will sweep at a 120 degree cone but shorter and with 2/3rds of the damage.After they begin homing in on the player, they can be avoided by flying upwards. Phantasmal Eye: The eye flies in circles, releasing homing eye projectiles.Phantasmal Spheres: The eye generates six copies of itself and flings them at the player all at once.These can be dodged by changing direction rapidly. Phantasmal Bolts: The eye shoots two laser bolts at the player, correcting for the player's movement.It will orbit the Moon Lord and pursue the player, using mostly the same attacks that were used before it was released. A True Eye of Cthulhu will appear after an eye in the head or either hand of the Moon Lord is slain.We ask you to please add the template if there is a violation to this disclaimer within this page. Furthermore, the following content is a derivative work that falls under, and the use of which is protected by, the Fair Use designation of US Copyright and Trademark Law. D&D Wiki neither claims nor implies any rights to Terraria copyrights, trademarks, or logos, nor any owned by 505 Games. This page may resemble content endorsed by, sponsored by, and/or affiliated with the Terraria franchise, and/or include content directly affiliated with and/or owned by 505 Games. The approach of the Eye of Cthulhu can be felt far in advance, as those in its path are plagued with a sense of being "watched".īack to Main Page → 5e Homebrew → Creatures A piece of Cthulhu ripped still-living from his body, the Eye wanders in search of its host body. The Eye of Cthulhu makes one bite attack.Ī massive eye with vein-like tendrils trailing behind it. The Eye of Cthulhu moves up to half its speed. The Eye of Cthulhu makes a Wisdom ( Perception) check. The Eye of Cthulhu regains spent legendary actions at the start of its turn.ĭetect. Only one legendary action option can be used at a time and only at the end of another creature's turn. The Eye of Cthulhu can take 3 legendary actions, choosing from the options below. Hit: 18 (3d4 + 1) bludgeoning damage, and the target must succeed on a DC 12 Strength saving throw or be knocked prone. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. The Eye of Cthulhu summons 3 (1d4 + 1) servant of Cthulhu which are under its control. The Eye of Cthulhu makes one bite attack and uses its Summon Servants.īite. If the Eye of Cthulhu fails a saving throw, it can choose to succeed instead. A creature incapacitated this way can repeat the saving throw at the end of each of its turns, ending the effect on itself and becoming immune to the eye's gaze for 24 hours on a success. ![]() Languages Deep Speech Challenge 4 (1,100 XP)Ĭthulhu’s Gaze If a creature starts its turn within 60 feet of the Eye of Cthulhu and the two of them can see each other, the Eye can force the creature to make a DC 15 Wisdom successfully or be incapacitated for 1 minute as it realizes the true nature of this being. Saving Throws Dexterity +4, Wisdom +5 Skills Perception +7 Damage Vulnerabilities piercing Condition Immunities charmed, frightened, prone Senses darkvision 120 ft., passive Perception 17 Armor Class 13 (natural armor) Hit Points 76 (9d12 + 18) Speed 0 ft., fly 50 ft. ![]()
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