Ehellegul - Khazigur's Elder Brain
Large aberration, neutral evil
Armor Class 12
Hit Points 300
Speed
5ft
Swim: 10ft
Saving Throws INT +10, WIS +9, CHA +12
Skills Arcana +10, Deception +12, Insight +14, Intimidation +12, Persuasion +12
Damage Immunities Charm (see below)
Senses Blindsight 120', Passive Perception 14
Languages Common, Deep Speech, Undercommon - understands but can't speak; Telepathy 5 miles with any intelligent being.
Challenge 14
At will: Detect Thoughts: <C> For the duration (concentration 1 minute), you can read the thoughts of certain creatures. When you cast the spell and as your action on each turn until the spell ends, you can focus your mind on any one creature that you can see within 30 feet of you. If the creature you choose has an Intelligence of 3 or lower or doesn't speak any language, the creature is unaffected.
You initially learn the surface thoughts of the creature--what is most on its mind in that moment. As an action, you can either shift your attention to another creature's thoughts or attempt to probe deeper into the same creature's mind. If you probe deeper, the target must make a Wisdom saving throw DC19. If it fails, you gain insight into its reasoning (if any), its emotional state, and something that looms large in its mind (such as something it worries over, loves, or hates). If it succeeds, the spell ends. Either way, the target knows that you are probing into its mind, and unless you shift your attention to another creature's thoughts, the creature can use its action on its turn to make an Intelligence check contested by your Intelligence check (+5 if it succeeds, the spell ends.
Questions verbally directed at the target creature naturally shape the course of its thoughts, so this spell is particularly effective as part of an interrogation.
You can also use this spell to detect the presence of thinking creatures you can't see. When you cast the spell or as your action during the duration, you can search for thoughts within 30 feet of you. The spell can penetrate barriers, but 2 feet of rock, 2 inches of any metal other than lead, or a thin sheet of lead blocks you. You can't detect a creature with an Intelligence of 3 or lower or one that doesn't speak any language.
Once you detect the presence of a creature in this way, you can read its thoughts for the rest of the duration as described above, even if you can't see it, but it must still be within range.
Levitate: <C> 10 min. One creature or loose object of your choice that you can see within range rises vertically, up to 20 feet, and remains suspended there for the duration. The spell can levitate a target that weighs up to 500 pounds. An unwilling creature that succeeds on a Constitution saving throw (DC20) is unaffected.
The target can move only by pushing or pulling against a fixed object or surface within reach (such as a wall or a ceiling), which allows it to move as if it were climbing. You can change the target's altitude by up to 20 feet in either direction on your turn. If you are the target, you can move up or down as part of your move. Otherwise, you can use your action to move the target, which must remain within the spell's range.
When the spell ends, the target floats gently to the ground if it is still aloft.
1/day: Dominate Monster: <C>You attempt to beguile a creature that you can see within range. It must succeed on a Wisdom saving throw DC19 or be charmed for up to 1 hour. If you or creatures that are friendly to you are fighting it, it has advantage on the saving throw.
While the creature is charmed, you have a telepathic link with it as long as the two of you are on the same plane of existence. You can use this telepathic link to issue commands to the creature while you are conscious (no action required), which it does its best to obey. You can specify a simple and general course of action, such as "Attack that creature," "Run over there," or "Fetch that object." If the creature completes the order and doesn't receive further direction from you, it defends and preserves itself to the best of its ability.
You can use your action to take total and precise control of the target. Until the end of your next turn, the creature takes only the actions you choose, and doesn't do anything that you don't allow it to do. During this time, you can also cause the creature to use a reaction, but this requires you to use your own reaction as well.
Each time the target takes damage, it makes a new Wisdom saving throw against the psionic effect. If the save succeeds, the effect ends.
Plane Shift: 1 Action, instantaneous. The elder brain is transported to a different plane of existence. Ehellegul will choose a hideout it has had minions prepare for it in the city of Sigil. Up to 4 other targets will be taken along if grappled and they fail a DC24 CHA save.
Innate Abilities:
Creature Sense. The elder brain is aware of the presence of creatures within 5 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.
Legendary Resistance (3/Day). If the elder brain fails a saving throw, it can choose to succeed instead.
Magic Resistance. Advantage on saves vs Spells and spell effects; see also psionic defense modes..
Telepathic Hub. The elder brain can use its telepathy to initiate and maintain telepathic conversations with up to ten creatures at a time. The elder brain can let those creatures telepathically hear each other while connected in this way.
Charm Inversion: As long as the Elder Brain is maintaining the appropriate defense mode (Wisdom/Tower of Iron Will or the applicable mode for other similar effects), the elder brain can sense and automatically reverse charm effects and other mind-based magical attacks; the caster must make their save using the Elder Brain's psionic attack mode save DC rather than their own DC, and if they fail, the effect is applied to them as if the Elder Brain cast it on them.
Psionics:
- Psionic Power Point pool: Max 48 points.
- Recharge rate: 5 points per hour.
Attack Modes - 1 point per attack
- Telepathy (CHA) + 7, Dominate CHA save DC24 or 5d8 psychic damage + charm 1 min. Recharge 4-6
- Clairsentience (INT) +5, Mind Blast INT save DC 21 or 5d8 psychic damage + stun 1 min. Recharge 4-6
- Psychoportation (WIS) +4, Daze WIS save DC19 or 5d8 psychic damage + paralyzed 1 min. recharge 4-6
- Psychokinetics (STR) +2, Drain Vigor STR save DC15 or 5d8 psychic Damage + Unconscious 1 min. Recharge 4-6
Defense Modes - 1 PPP per mode per hour (
Advantage on saves against:
Unconsciousness
Stun
Paralysis
Charm
Actions
Tentacle. Melee Weapon Attack: +7 to hit, reach 30 ft., one target. Hit: 4d8+2 normal bludgeoning damage. If the target is a Huge or smaller creature, it is grappled (escape STR check DC 15) and takes 1d8+5 psychic damage at the start of each of its turns until the grapple ends. The elder brain can have up to four targets grappled at a time.
Mind Blast (See Special Abilities: attack modes)
Psychic Link. The elder 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 elder 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 elder 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 DC24 Charisma saving throw. On a successful save, the target takes 3d6 psychic damage. The psychic link also ends if the target and the elder brain are more than 5 miles apart, with no consequences to the target. The elder brain can form psychic links with up to ten creatures at a time.
Sense Thoughts. The elder brain targets a creature with which it has a psychic link. The elder 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 elder brain can also make a Charisma (Deception) check 1d20+12 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 elder brain succeeds, the mind believes the deception for 1 hour or until evidence of the lie is presented to the target.
Legendary Actions
The elder brain can take 3 legendary actions, choosing from the options below. It can take only one legendary action at a time and only at the end of another creature’s turn. The elder brain regains spent legendary actions at the start of its turn.
Tentacle. The elder brain makes a tentacle attack.
Break Concentration. The elder brain targets a creature within 120 feet of it with which it has a psychic link. The elder brain breaks the creature’s concentration on a spell it has cast. The creature also takes 1d4 psychic damage per level of the spell.
Psychic Pulse. The elder brain targets a creature within 120 feet of it with which it has a psychic link. Enemies of the elder brain within 10 feet of that creature take 3d6 psychic damage.
Sever Psychic Link. The elder brain targets a creature within 120 feet of it with which it has a psychic link. The elder 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.
Lair Actions
When fighting inside its lair, an elder brain can use lair actions. On initiative count 20 (losing initiative ties), an elder brain can take one lair action to cause one of the following effects; the elder brain can’t use the same lair action two rounds in a row:
- The elder brain casts wall of force: <C> 10 Minutes. An invisible wall of force springs into existence at a point you choose within range. The wall appears in any orientation you choose, as a horizontal or vertical barrier or at an angle. It can be free floating or resting on a solid surface. You can form it into a hemispherical dome or a sphere with a radius of up to 10 feet, or you can shape a flat surface made up of ten 10-foot-by-10-foot panels. Each panel must be contiguous with another panel. In any form, the wall is 1/4 inch thick. It lasts for the duration. If the wall cuts through a creature's space when it appears, the creature is pushed to one side of the wall (your choice which side).
Nothing can physically pass through the wall. It is immune to all damage and can't be dispelled by dispel magic. A disintegrate spell destroys the wall instantly, however. The wall also extends into the Ethereal Plane, blocking ethereal travel through the wall.
- The elder brain targets one friendly creature it can sense within 120 feet of it. The target has a flash of inspiration and gains advantage on one attack roll, ability check, or saving throw it makes before the end of its next turn. If the target doesn’t or can’t use this benefit in that time, the inspiration is lost.
- The elder brain targets one creature it can sense within 120 feet of it and anchors it by sheer force of will. The target must succeed on a DC24 Charisma saving throw or be unable to leave its current space. It can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Regional Effects
The territory within 5 miles of an elder brain is altered by the creature’s psionic presence, which creates one or more of the following effects:
- Creatures within 5 miles of an elder brain feel as if they are being followed, even when they are not.
- The elder brain can overhear any telepathic conversation happening within 5 miles of it. The creature that initiated the telepathic conversation makes a DC 19 Wisdom (Insight) check when telepathic contact is first established. If the check succeeds, the creature is aware that something is eavesdropping on the conversation. The nature of the eavesdropper isn’t revealed, and the elder brain can’t participate in the telepathic conversation unless it has formed a psychic link with the creature that initiated it.
- Any creature with which the elder brain has formed a psychic link hears faint, incomprehensible whispers in the deepest recesses of its mind. This psychic detritus consists of the elder brain’s stray thoughts commingled with those of other creatures to which it is linked.
If the elder brain dies, these effects immediately end.
11,500 XP
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