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Let’s Read Mordenkainen Presents: Monsters of the Multiverse.
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<blockquote data-quote="Leatherhead" data-source="post: 8657984" data-attributes="member: 53176"><p><h3> Mindwitness (VGtM)</h3><p></p><p>Have you ever looked at the telepathy “language” that monsters have? Did you ever notice how it only enables conversation between the “talker” and their target, without anyone being able to listen in on the conversation? While this normally sounds like a good deal, what if your entire species talked this way, and needed to get a massive amount of information out to several targets at the same time? That would be a massive pain for sure. The Mindwitness is the solution to this problem. </p><p></p><p>Part of a series of experiments where the Mind Flayers put a tadpole into any brain they happened to get their tentacles on, The Mindwitness is an aberration of an aberration created by the ceremorphosis of a Beholder. Fortunately for adventurers, the Mindwitness loses the best bits of either monster in the process (also a good chunk of their CR). Leaving behind the Beholders' antimagic Eye, and the Mind Flayers' Mind Blast and Extract Brain powers. (And now I want to see a monster that has them, because that sounds absolutely terrifying). Instead the Mindwitness can act as a telepathic broadcasting service, allowing those with telepathy to beam thoughts into multiple heads at once. It is also worth noting that Mindwitnesses have occasionally broken free from a Mind Flayer colony, and can be found mingling relatively peacefully with any other group that uses telepathy, and often change their temperament and ideologies to match their new “friends'. </p><p></p><p>In combat, the Mindwitness is a brutish controller. Despite being slow, the 120’ range on their eye-beams allows them an array of excellent control options to use when not in melee, doubly so when you consider that they can target every single saving throw stat, ensuring that they will always be able to attack a weak point. But it is in melee where they truly earn their CR. Their Tentacle attack deals a good chunk of damage, grapples the target, and restrains the target by using an INT save. Naturally this can be used to get advantage on subsequent attacks, and drag their enemies into the air with their hover speed for the extra tactical advantage. </p><p></p><p>In the Changeover, the Mindwitness had the Stun condition on their Tentacle dropped down to Restrained.</p></blockquote><p></p>
[QUOTE="Leatherhead, post: 8657984, member: 53176"] [HEADING=2] Mindwitness (VGtM)[/HEADING] Have you ever looked at the telepathy “language” that monsters have? Did you ever notice how it only enables conversation between the “talker” and their target, without anyone being able to listen in on the conversation? While this normally sounds like a good deal, what if your entire species talked this way, and needed to get a massive amount of information out to several targets at the same time? That would be a massive pain for sure. The Mindwitness is the solution to this problem. Part of a series of experiments where the Mind Flayers put a tadpole into any brain they happened to get their tentacles on, The Mindwitness is an aberration of an aberration created by the ceremorphosis of a Beholder. Fortunately for adventurers, the Mindwitness loses the best bits of either monster in the process (also a good chunk of their CR). Leaving behind the Beholders' antimagic Eye, and the Mind Flayers' Mind Blast and Extract Brain powers. (And now I want to see a monster that has them, because that sounds absolutely terrifying). Instead the Mindwitness can act as a telepathic broadcasting service, allowing those with telepathy to beam thoughts into multiple heads at once. It is also worth noting that Mindwitnesses have occasionally broken free from a Mind Flayer colony, and can be found mingling relatively peacefully with any other group that uses telepathy, and often change their temperament and ideologies to match their new “friends'. In combat, the Mindwitness is a brutish controller. Despite being slow, the 120’ range on their eye-beams allows them an array of excellent control options to use when not in melee, doubly so when you consider that they can target every single saving throw stat, ensuring that they will always be able to attack a weak point. But it is in melee where they truly earn their CR. Their Tentacle attack deals a good chunk of damage, grapples the target, and restrains the target by using an INT save. Naturally this can be used to get advantage on subsequent attacks, and drag their enemies into the air with their hover speed for the extra tactical advantage. In the Changeover, the Mindwitness had the Stun condition on their Tentacle dropped down to Restrained. [/QUOTE]
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