Psychosis Crawler
An artificial creature consisting of brains in a jar, supported by spider-like legs.
"If that brain can't figure out the secret of the serum, then add more brains." -Rhmir, Hand of the Augur
Psychosis Crawler
An artificial creature consisting of brains in a jar, supported by spider-like legs.
Armor Class | 15 (natural) | ||
---|---|---|---|
Hit Points | 13d8+52 | ||
Speed | 40 ft. | ||
Strength | 17 (+3) | ||
Dexterity | 14 (+2) | ||
Constitution | 18 (+4) | ||
Intelligence | 20 (+5) | ||
Wisdom | 17 (+3) | ||
Charisma | 9 (-1) | ||
Saving Throws | Intelligence d20+9 | Wisdom d20+7 | |
Damage Resistances | Cold | Fire | |
Damage Immunities | Necrotic | Psychic | |
Condition Immunities | Blinded | Deafened | Exhaustion |
Petrified | Poisoned | ||
Senses | Blindsight 120 ft. (blind beyond this radius) | Passive Perception 13 | |
Languages | Common | Telepathy 120 ft. | |
Challenge | 10 (5,900 XP) | ||
Special 1 | Innate Spellcasting (Psionics) | The psychosis crawler's innate spellcasting ability is Intelligence (spell save DC 17). | It can innately cast the following spells, |
requiring only somatic components: | |||
Spells 1 | At will | Detect thoughts | Mind spike |
Spells 2 | 3/day each | Charm person | Confusion |
Fear | |||
Spells 3 | 1/day each | Dominate person | Synaptic static |
Special 2 | Psionic Boost | The psychosis crawler gains a bonus to all attack and damage rolls equal to | the number of creatures currently charmed or frightened by it |
Special 3 | Psychic Feedback | Whenever a spell or magical ability causes the psychosis crawler to make an Intelligence saving throw, | if it succeeds on the save, |
the creature that cast the spell automatically takes 2d8 psychic damage | |||
Action 1 | Multiattack | The psychosis crawler makes two pincer attacks | |
Action 2 | Pincer | Melee Weapon Attack | d20+7 to hit |
Reach 5 ft., one target | Hit 1d6+3 piercing damage | ||
Action 3 | Mind Drain (Recharge 4-6) | The psychosis crawler attempts to leech away the thoughts of a creature | within 60 feet that is currently charmed or frightened by it. |
The target must succeed on a DC 17 Intelligence saving throw. | On a failed save, the target takes 4d8 psychic damage, | and the psychosis crawler's Intelligence score | becomes 22 and its spell save DC becomes 19 until the end of its next turn |
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