Thought Master (5e Creature)

This page was marked as abandoned on 12:45, 9 July 2020 (MDT) because: Issue(s) unaddressed for over a year. (discuss)

If you think you can improve this page please bring the page up to the level of other pages of its type, then remove this template. If this page is completely unusable as is and can't be improved upon based on the information given so far then replace this template with a {{delete}} template. If this page is not brought to playability within one year it will be proposed for deletion.

Edit this Page | All abandoned pages

This page is incomplete and/or lacking flavor. Reason: Incomplete. See the 5e Creature Design Guide if you need help.


You can help D&D Wiki by finishing and/or adding flavor to this page. When the flavor has been changed so that this template is no longer applicable please remove this template. If you do not understand the idea behind this page please leave comments on this page's talk page before making any edits.
Edit this Page | All stubs

Thought Master

Large aberration, chaotic evil


Armor Class 17 (Natural Armor)
Hit Points 162 (12d10 +102)
Speed 0 ft., fly 30 ft. (hover)


STR DEX CON INT WIS CHA
8 (-1) 14 (+2) 11 (+0) 23 (+6) 15 (+2) 16 (+3)

Saving Throws Int +10, Wis +6, Cha +7
Skills Arcana +10, Deception +7, Insight +6, Intimidation +7, Perception +6
Damage Vulnerabilities Fire, Lightning and Slashing
Damage Resistances Acid, Necrotic, Poison, Piercing
Damage Immunities Psychic and Force
Condition Immunities charmed, grappled, prone
Senses Passive Perception 16, truesight 60 ft.
Languages Deep Speech, Undercommon, telepathy 120 ft.
Challenge 14 (11,500 XP)


Mastermind The Thought Master has advantage on Intelligence saving throws.

ACTIONS

Multiattack The Thought Master makes two tail attacks.

Tail Ranged Weapon Attack: +7 to hit, reach 10 ft., two targets. Hit: 25 (4d10 + 1) bludgeoning damage.

Control Will The Thought Master targets one creature within 20 ft., That creature must then make a DC 18 Intelligence saving throw or be controlled by the Thought Master for 2 rounds. If it succeeds, it is controlled for only 1 round. After the Thought Master uses this action twice, it cannot use it again until the next dawn.

Detect Thoughts The Thought Master can cast the detect thoughts spell (spell save DC 18).

Air Burst Ranged Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 12 (2d10 + 4) bludgeoning damage. The target is pushed 30 ft. away from the Thought Master.

LEGENDARY ACTIONS

The Thought Master can take 3 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 Thought Master regains spent legendary actions at the start of its turn.

Tail The Thought Master makes a tail attack.

Air Burst The Thought Master makes an air burst attack.

INSERT NAME HERE The Thought Master targets one creature within 25 ft., that target must then make a DC 17 Wisdom saving throw or take10 (2d8 +3) thunder damage and become frightened of the Thought Master for 4 rounds. If the target succeeds, it only takes 6 (1d8 +3) damage.


Back to Main Page 5e Homebrew 5e Creatures

gollark: Great, go implement.
gollark: But can you still have multiple calls in one channel? If not, no.
gollark: Hmm, so maybe I keep the current one-to-one calls, *but* have a "merge" operation.
gollark: It's more fun to keep people guessing.
gollark: Not particularly.
This article is issued from Dandwiki. The text is licensed under Creative Commons - Attribution - Sharealike. Additional terms may apply for the media files.