Octopian Psychic Emperor

Abilities
Limited Magic Immunity: Unless the emperor wishes to be affected, spells of 6th level or lower don’t do anything to it.

Magic Weapons: The emperor’s attacks are magical.

Hive Mind: Every character that is part of the emperor’s star eater crew is connected to a common brain. Every so often, the creature can check on any random creature it is connected to, gaining interest in those that have recently been in combat. (i.e. have PCs connected to it or Octopians they’re fighting have a conversation). This includes those who other Octopians have corrupted.

Create Minions (1/day): The Octopian can make a group of up to 5d6 Octopian foot soldiers, 4d6 mind flayers, 1d4 tentacle golems, or 1 spellcaster hybrid that are loyal to it and follow its commands.

Innate Spellcasting: The Octopian Emperor’s innate spellcasting ability is Intelligence (Save DC 24, +13 to hit with spell attacks). It can cast the following spells:

At will: Chill touch (17th level), absorb elements, fireball, psionic blast

3/day: Psychic scream, feeblemind, geas

1/day: wish, gate

Actions:

Multiattack: The psychic emperor can use one at-will spell and two tentacle attacks, replacing the spell with a bite (possibly) if it has something grappled.

Tentacle: +16 to hit, range 20 ft, on hit: 8d6 psychic damage + 4d8 + 4 bludgeoning and the target is grappled if Huge or smaller (escape DC 19). Each round, the target takes 3d6 psychic damage if it’s still grappled. This damage applies to constructs.

Bite: + 14 to hit, range 10 ft, on hit: 12d4 psychic + 7d6 + 4 piercing and the target is speared on the psychic emperor’s teeth if it’s Medium or smaller. The emperor can use one extra spell on the target while it is restrained in this way.

Ultra Psychic Slam (under 150 health): The octopian emperor emits a blast of psychic energy that pulses out in a radius of 40 ft in a circle. All around it besides mind flayers and octopians take 14d6 psychic damage on a failed DC 22 Intelligence saving throw and 14d6 force damage on a failed DC 23 Constitution saving throw and be stunned for 1 minute on a failed save. Every two turns, they may repeat the saving throw.

Legendary Actions (5)

Regen at the start of the turn obviously