Cloud Mind

Large construct, lawful neutral

Armor Class 17 (natural armor)
Hit Points 127 (15d10 + 45)
Speed 0 ft.

10 (+0) 10 (+0) 16 (+3) 22 (+6) 22 (+6) 22 (+6)

Saving Throws Int +9, Wis +9, Cha +9
Skills Perception +12
Damage Resistances bludgeoning, piercing, slashing
Damage Immunities lightning, poison, psychic
Condition Immunities charmed, exhaustion, frightened, paralyzed, petrified, poisoned
Senses truesight 120 ft., passive Perception 22
Languages Gnomish
Challenge 7 (2,900 XP)


  • Cloud Hub. The cloud mind has a domain that covers the entirety of whatever structure it is assigned to protect and service. Constructs with the Cloud Computing trait that are within 5 feet of the cloud mind can use their action to connect to the cloud mind, granting them benefits detailed in their statistics. If the cloud mind is incapacitated, all connected constructs lose any benefits granted to them by the Cloud Computing trait until the cloud mind is no longer incapacitated.
  • Hard Reboot. If the cloud mind is incapacitated or otherwise unable to take actions at the start of its turn, it suffers 13 (3d8) force damage, and all ongoing magical effects and conditions affecting the cloud mind end immediately.


  • Multiattack. The cloud mind uses Designate Target and makes one Phaser attack.
  • Designate Target. The cloud mind chooses a creature it can see within 60 feet. All attacks the cloud mind makes against that creature are made with advantage until the end of the cloud mind’s next turn.
  • Phaser. Ranged Spell Attack: +9 to hit, range 120 ft., one target. Hit: 18 (4d8) radiant damage, and the target is blinded until the end of its next turn.
  • Scattered Lightning (Recharge 5-6). The cloud mind emits a wave of electrical magic. All creatures within 120 feet of the cloud mind must succeed on a DC 17 Dexterity saving throw or take 22 (5d8) lightning damage.


  • Restore Backup. As a reaction when a construct linked to the cloud mind fails a saving throw, the construct succeeds instead. If it would take damage or suffer an effect on a successful saving throw, it instead takes no damage and suffers no effect.


The cloud mind 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 cloud mind regains spent legendary actions at the start of its turn.

  • Data Transfer. The cloud mind magically teleports up to 60 feet to an unoccupied space it can see.
  • Energize. One construct the cloud mind can see within 60 feet takes 9 (2d8) lightning damage.
  • Maximum Overcharge (Costs 3 Actions). The cloud mind makes a Phaser attack against each creature of its choice that it can see within 120 feet.
Section 15: Copyright Notice

Total Party Kill Handbook - Volume 2 2019 © 2CGaming, LLC. Author Steven Gordon

This is not the complete section 15 entry - see the full license for this page