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The Evermind

Gargantuan mythic aberration, lawful evil

Armor Class 10 (26 with Psionic Shield)
Hit Points 735 (42d20 + 294)
Speed 5 ft. fly (hover)

STR DEX CON INT WIS CHA
1 (-5) 1 (-5) 25 (+7) 31 (+10) 26 (+8) 22 (+6)

Saving Throws Str +4, Dex +4, Con +16, Int +19, Wis +17, Cha +15
Skills Arcana +28, History +28, Perception +17, Religion +28
Damage Resistances bludgeoning, piercing, and slashing from non-Epic creatures
Damage Immunities psychic
Condition Immunities prone, stunned, unconscious
Senses blindsight 500 ft., passive Perception 27
Languages telepathy 5 miles
Challenge Mythic 3

SPECIAL TRAITS

  • Creature Sense. The Evermind is aware of the presence of creatures with an Intelligence score of 4 or higher on the same plane. It knows the distance and direction to each creature, can see what those creatures see, and knows each creature’s Intelligence score and name. An Epic creature protected by a mind blank or nondetection spell or similar magic can’t be perceived in this manner.
  • Innate Spellcasting (Psionics)2. The Evermind’s innate spellcasting ability is Intelligence (spell save DC 27, +19 to hit with spell attacks). It can innately cast the following spells, requiring no components. If the Evermind casts a spell at a level lower than 8th, it is instead cast at 8th level.
    • At will: charm monster, mental prison, mind spike, synaptic static
    • 2/day each: feeblemind, maddening darkness, psychic scream
    • 1/day each3: enslave, infinity room, kinetic control, wall of dissolution
  • Mind Over Matter (1/Turn). When the evermind fails a saving throw and suffers a harmful effect, it can choose to instead not suffer that effect and become immune to it until the end of its next turn. Each time the evermind uses this feature, it takes 55 (10d10) necrotic damage.
  • Psionic Shield. When the Evermind finishes a long rest, it generates a barrier of psychic energy around itself, which grants the Evermind 700 temporary hit points which cannot be replaced by another source unless the Evermind allows it. While it has at least 1 temporary hit point from this feature, the Evermind has an AC of 26 and cannot be critically hit.
  • Telepathic Influence. When the Evermind casts a spell using its Innate Spellcasting feature, the range of the spell is equal to the radius of its telepathy.

MYTHIC ACTIONS

On initiative count 20 (losing initiative ties), the Evermind takes a mythic action to cause one of the following effects. The Evermind cannot cause the same effect twice in a row.

  • Battle of Wits. The Evermind challenges the intellect of creatures of its choice within 500 feet. The Evermind makes an Intelligence (no associated skill or tool) ability check against each affected creature, each of which contests the check with an Intelligence (no associated skill or tool) ability check of its own. A creature that loses three contests in this manner within a period of 1 hour becomes trapped in its own mind, becoming blinded, unable to willingly take actions, and unable to spend movement. Additionally, the Evermind learns everything the creature knows. This effect ends if an affected creature is moved outside of the range of the Evermind’s telepathy.
  • Psychic Delusions. The Evermind afflicts an enemy creature it can see with visions and psychic horror. Affected creatures must succeed on an Intelligence saving throw or, until the next initiative count of 20, the target sees only what the Evermind allows it to see and is blinded toward everything else. Additionally, when the target would take psychic damage, it instead takes another type of non-Epic damage of the Evermind’s choice.

ACTIONS

  • Multiattack. The Evermind chooses one of the following options.
    • The Evermind makes four Tentacle attacks.
    • The Evermind makes three Tentacle attacks and casts a spell it can cast at will.
    • The Evermind casts two spells, one of which must be a spell it can cast at will.
  • Doubt Bomb (Recharge 5-6). The Evermind emits a psionic wave in a 120-foot-radius sphere centered on itself. Each enemy creature in the area must succeed on a DC 27 Wisdom saving throw or be afflicted with crippling doubt for 1 hour. While afflicted in this manner, when a creature rolls an 11 or higher on an attack roll or saving throw against the Evermind, it instead rolls a 10. At the end of each of its turns an affected creature can repeat the saving throw, ending the effect on itself on a success.
  • Inquisition. The Evermind telepathically asks a creature within range of its telepathy a question, which the creature can immediately answer as honestly and provide as much detail as possible. A creature that attempts to deceive the Evermind or chooses not to answer becomes stunned until the end of its next turn.
    • Tentacle. Melee Spell Attack: +19 to hit, reach 60 ft. One target. Hit: 34 (4d12 + 8) bludgeoning damage plus 13 (2d12) psychic damage. If the target is critically hit and is a creature, it must succeed on a DC 27 Wisdom saving throw or become cursed. While cursed in this manner a creature is vulnerable to psychic damage and has Epic disadvantage on Intelligence, Wisdom, and Charisma saving throws.

LEGENDARY ACTIONS

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

  • Cast A Spell. The Evermind casts a spell it can cast at will.
  • Inquisition. The Evermind uses its Inquisition action.
  • Psionic Focus (Costs 2 Actions). The Evermind regains the use of an expended non-Epic spell.
  • Tentacle Flail. The Evermind makes a Tentacle attack.

The Great Library is the largest public library in Nexus, a hexagonal building with a wing for each dimension to which the city has access. Within its cloistered halls is enough knowledge to fill a billion books. All information is welcome at the library. From cookbooks to conspiracy theories, from tomes on psychotropic mushrooms to an anthology of dirty knock-knock jokes. To the average reader most of this knowledge is useless, but with enough persistence one can eventually find what one is looking for.

The inside of the library is far larger than its exterior, and the entire building is kept in operation by a small army of mechanical librarians. The structure is an architectural marvel, fashioned from a dark red wood with jade columns and lit by pleasant, golden fires.

Floating above a pool of turquoise liquid is a disgusting, bloated brain that pulsates with psychic power. Though it has no eyes, you cannot mistake the feeling that the creature sees you in more ways than one. Its body is surrounded in a shimmering shield of psionic energy that threatens to repel any attack against its corpulent form.

Its voice echoes within your mind, a telepathic cacophony of emotion and power that threatens to overpower your senses.

Mythic Effects

As a mythic creature, the Evermind causes the following effects.

  • False Memories. If the Evermind maintains telepathic contact with a creature for 1 hour, it can inject a false memory into that creature’s mind. When this occurs, the creature must succeed on a DC 27 Wisdom saving throw or believe the memory to be true.
  • Great Understanding. When the Evermind maintains telepathic contact with a creature for 24 consecutive hours, it gains understanding of the creature’s heart, mind, and soul. The Evermind learns all details about the creature’s alignment, personality, and abilities. Additionally, the Evermind automatically succeeds on Intelligence and Charisma ability checks against such creatures.

This benefit lasts for 1 hour.

Section 15: Copyright Notice

Epic Legacy Campaign Codex Copyright 2020 2CGaming, LLC Author Ryan Servis

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