Caress of the Elder Brain by Elderbrain_com (copyright Elderbrain_com)
God Brain of Bluetspur
Elite Gargantuan aberration , lawful evil
Armor Class 10
Hit Points 696 ((24d20 + 96)x2; bloodied 348)
Speed 5 ft., swim 10 ft.
STR | DEX | CON | INT | WIS | CHA |
18 (+4) | 10 (+0) | 18 (+4) | 22 (+6) | 16 (+3) | 25 (+7) |
Saving Throws Str +10, Int +12, Wis +9, Cha+13
Skills Arcana +12, Deception +13, Insight +15, Intimidation +13, Persuasion +13
Damage Resistances cold, necrotic, psychic
Condition Immunities blinded, charmed
Senses blindsight 240 ft., passive perception 13
Languages Common, Deep Speech, Telepathy 10 miles, Undercommon understands but can’t speak
Challenge 19 (44,000 elite XP)
Proficiency Bonus +6
Creature Sense. The god brain is aware of the presence of creatures within 10 miles of it that have an Intelligence score of 4 or higher. It knows the distance and direction to each creature, as well as each one’s Intelligence score, but can’t sense anything else about it. A creature protected by a mind blank spell, a nondetection spell, or similar magic can’t be perceived in this manner.
DarkLord (EliteTrait, recharges after a Rest). When the god brain is first bloodied, all conditions and effects it is suffering end for it, it recharges all of its abilities, and he can use its Elite Actions.
Empowered Mind. When the god brain uses psionics to cast a spell, the range of the spell is doubled and if the spell causes damage, the god brain adds 6 psychic damage to the damage roll (included in the attack).
Legendary Resistance (3/Day). If the god brain fails a saving throw, it can choose to succeed instead.
Magic Resistance. The god brain has advantage on saving throws against spells and other magical effects.
Telepathic Hub. The god brain can use its telepathy to initiate and maintain telepathic conversations with up to ten creatures at a time. The god brain can let those creatures telepathically hear each other while connected in this way.
ACTIONS
Multiattack. The god brain makes two tentacle attacks.
Tentacle. Melee Weapon Attack: +10 to hit, reach 60 ft., one target.
Hit: 22 (4d8 + 4) bludgeoning damage. If the target is a Huge or smaller creature, it is grappled (escape DC 15) and takes 10 (1d8 + 6) psychic damage at the start of each of its turns until the grapple ends. The elder brain can have up to eight targets grappled at a time.
Mind Blast (Recharge 5–6). The god brain magically emits psychic energy. Creatures of the elder brain’s choice within 120 feet of it must succeed on a DC 20 Intelligence saving throw or take 50 (8d10 + 6) psychic damage and be stunned for 1 minute. A target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Mind Sliver. The god brain selects a creature within 120 feet of it. The creature must make a DC 20 Intelligence saving throw, taking 17 (5d6) psychic damage and subtracting 1d4 from the next saving throw it takes before the end of the god brain's next turn on a failure.
Innate Spellcasting (Psionics). The god brain’s innate spellcasting ability is Intelligence (spell save DC 20). It can innately cast the following spells, requiring no components:
At will:
clairvoyance, detect thoughts, levitate, mage hand, mind sliver (See Actions), Tasha's Mind Whip
3/day each:
banishment, bigby's hand, confusion, fear, scrying, telekinesis
1/day each:
dominate monster, feeblemind, time stop
Psychic Link. The god brain targets one incapacitated creature it can perceive with its Creature Sense trait and establishes a psychic link with that creature. Until the psychic link ends, the god brain can perceive everything the target senses. The target becomes aware that something is linked to its mind once it is no longer incapacitated, and the god brain can terminate the link at any time (no action required). The target can use an action on its turn to attempt to break the psychic link, doing so with a successful DC 18 Charisma saving throw. On a successful save, the target takes 10 (3d6) psychic damage. The psychic link also ends if the target and the god brain are more than 10 miles apart, with no consequences to the target. The god brain can form psychic links with up to ten creatures at a time.
Sense Thoughts. The god brain targets a creature with which it has a psychic link. The god brain gains insight into the target’s reasoning, its emotional state, and thoughts that loom large in its mind (including things the target worries about, loves, or hates). The god brain can also make a Charisma (Deception) check with advantage to deceive the target’s mind into thinking it believes one idea or feels a particular emotion. The target contests this attempt with a Wisdom (Insight) check. If the god brain succeeds, the mind believes the deception for 1 hour or until evidence of the lie is presented to the target.
LEGENDARY ACTIONS
The god brain can take 3 legendary actions, choosing from the options below. It can use one legendary action option at the end of another creatures turn and any unused legendary actions at the end of the round. The god brain regains spent legendary actions at the start of its turn
Tentacle. The god brain makes a tentacle attack.
Break Concentration. The god brain targets a creature within 240 feet of it with which it has a psychic link. The god brain breaks the creature’s concentration on a spell it has cast. The creature also takes 1d6 psychic damage per level of the spell.
Psychic Pulse. The god brain targets a creature within 240 feet of it with which it has a psychic link. Enemies of the god brain within 30 feet of that creature take 14 (4d6) psychic damage.
Sever Psychic Link. The god brain targets a creature within 240 feet of it with which it has a psychic link. The god brain ends the link, causing the creature to have disadvantage on all ability checks, attack rolls, and saving throws until the end of the creature’s next turn.
ELITE ACTIONS
If the god brain’s elite trait is active, it can use the options below as legendary actions for 1 hour after using Darklord.
Consume Tadpoles. The god brain regains 20 hit points.
Fevered mind (Costs 2 Actions). The god brain casts a spell.
Extract (Cost 2 Actions). The god brain tries to remove the brain of one creature it has grappled. The creature must make a DC 15 saving throw or its brain is removed and it dies.
Summon Flayers (Cost 3 Actions). The god brain teleports 2d10 mind flayers within 10 miles of it to unoccupied spaces within 30 feet of it.