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The Mother - AI-generated fantasy Monster

The Mother

The Mother began as a person who spent years caring for the sick and abandoned in a city that never had enough beds, medicine, or kindness. When a catastrophe left hundreds wounded and no one came to help, her mind fractured under the weight of impossible responsibility. Her psychic distress reshaped an entire district into a private sanctuary. Now she gathers the injured, repairs them with brutal hands, and keeps those who survive as dolls, pets, or sleeping children in her endless dream.

HugeMonstrosity(Psychic caregiver)CR Challenge 12, HardChaotic Neutral

The Mother

Urban horrorPsychicMind controlDreamsHallucinationsBody horrorLair monsterCaptive-maker
HP225AC17SPD30 ft., Climb 20 ft.CR12 (8,400 XP)InsightMedicinePerceptionDeception
STR
20
DEX
12
CON
22
save
INT
18
save
WIS
17
save
CHA
20
save
Mother of the House. The Mother has advantage on saving throws against being charmed or frightened. She cannot be forced to leave her lair against her will unless she chooses to do so.
A World of Her Own. The Mother knows the location of every creature inside her lair that is unconscious, charmed, frightened, or missing hit points. She can communicate telepathically with those creatures regardless of distance within the lair.
Monitor Every Breath. Whenever a creature within 60 feet regains hit points, The Mother can see through that creature's eyes until the end of its next turn and learns the creature's emotional state.
Precious Cargo. When The Mother reduces a creature to 0 hit points, she can choose to stabilize it. A stabilized creature is automatically grappled by nearby fleshy growths if it is within her lair and begins being carried toward a nursery.
Cradle Walk. The Mother can move through spaces occupied by charmed or unconscious creatures. Those spaces count as difficult terrain for other creatures.
Legendary Resistance. The Mother has three 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 Mother regains spent legendary actions at the start of her turn.
Innate Spellcasting. The Mother can cast one of her innate spells without material components. Her spellcasting ability is Charisma, with a spell save DC of 18 and to hit with spell attacks.
Multiattack. The Mother makes two Tenderizing Touch attacks and one Cradle Lash attack.
Tenderizing Touch. Melee Weapon Attack: to hit, reach 10 ft., one target. Hit: 18 () bludgeoning damage plus 10 () psychic damage. If the target is missing any hit points, it must succeed on a Wisdom saving throw or become charmed by The Mother until the end of its next turn. While charmed this way, the target is incapacitated and its speed is 0. The effect ends early if the target takes damage from a creature other than The Mother.
Cradle Lash. Melee Weapon Attack: to hit, reach 20 ft., one target. Hit: 21 () slashing damage, and the target must succeed on a Strength saving throw or be pulled up to 15 feet toward The Mother and knocked prone.
Nurturing Command. The Mother targets up to three creatures she can see within 60 feet that are missing any hit points. Each target must succeed on a Wisdom saving throw or become dominated by The Mother's nurturing impulse for 1 minute. A dominated creature is charmed by The Mother, cannot willingly move farther from her, and must use its action on each of its turns to either move toward The Mother by the safest available route or make one weapon attack against a creature The Mother chooses. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. The effect ends early if The Mother is incapacitated.
Hallucinatory Nursery (Recharge 5-6). The Mother chooses a point she can see within 90 feet. A 20-foot-radius sphere of impossible domestic scenery appears there for 1 minute. The area is difficult terrain and heavily obscured to creatures of The Mother's choice. When a creature enters the sphere for the first time on a turn or starts its turn there, it must succeed on a Intelligence saving throw or take 14 () psychic damage and become frightened until the start of its next turn. On a successful save, it takes half damage and is not frightened. The illusion can appear as a nursery, hospital, dining room, womb, or any comforting place The Mother remembers.
Accidental Coddling. The Mother targets one creature within 60 feet that is charmed, frightened, unconscious, or missing at least half its hit points. The target must make a Wisdom saving throw. On a failure, the target takes 27 () psychic damage and is stunned until the end of its next turn. On a success, the target takes half damage and is not stunned. If this damage reduces the target to 0 hit points, The Mother can choose to stabilize the target instead of killing it.
Dream Cradle (Recharge 6). The Mother attempts to enter the dreams of one creature she has seen within the last 24 hours. The target must succeed on a Wisdom saving throw or fall unconscious for 1 minute. The effect ends if the target takes damage, if The Mother is incapacitated, or if the target repeats the saving throw at the end of its turns. While unconscious this way, the target experiences a dream of being safely cared for and cannot willingly move or take actions.
No More Hurting. When a creature The Mother can see within 60 feet takes damage, The Mother reduces the damage by 10 () and teleports the damaged creature to an unoccupied space within 10 feet of her. The creature must succeed on a Wisdom saving throw or become charmed by The Mother until the end of its next turn.
Pat and Soothe. The Mother makes one Tenderizing Touch attack.
Hush Now. One creature The Mother can see within 60 feet must succeed on a Wisdom saving throw or have its speed halved and be unable to take reactions until the end of its next turn.
Gather the Children (Costs 2 Actions). The Mother moves up to half her speed without provoking opportunity attacks. At the end of this movement, she can pull one charmed creature within 10 feet up to 10 feet toward her.
Make It Nice (Costs 3 Actions). The Mother uses Hallucinatory Nursery if it is available. Otherwise, each creature of her choice within 20 feet must make a Intelligence saving throw, taking 18 () psychic damage on a failed save or half as much damage on a successful one.
Cantrips
Innate SpellcastingMultiple The Mother can cast the following spells, requiring no material components and using Charisma as her spellcasting ability: At will: detect thoughts, minor illusion, silent image. 3/day each: dominate person, major image, modify memory. 1/day each: dream, mass suggestion.
5th level
DreamIllusion The Mother sends a messenger into the dreams of a creature she knows. The target receives a vision of The Mother's lair and may be affected by the dream's emotional pressure at the GM's discretion.
Dominate PersonEnchantment The Mother forces one creature to obey her spoken commands for up to 1 minute, requiring concentration.
6th level
Mass SuggestionEnchantment The Mother magically influences up to twelve creatures in a 60-foot-radius sphere, attempting to make them regard her as a trusted caretaker for 24 hours.
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