Bestiary · Aberration

PR 13

Technorganic Overmind

The overmind began as a brain in a support frame with a narrow assigned task, and that task is long gone. Its additions can no longer be told from the original tissue. It controls every system it is connected to and connects to every network it can reach.

Technorganic Overmind, drawn at Large scale
Physiology
Aberration, Construct
Size
Large
Speed
10 ft., fly 30 ft. (hover)
Armor class
18
Hit points
228 (24d10 + 96)
Proficiency
+5
  • STR 11 +0 save +0
  • DEX 9 -1 save -1
  • CON 19 +4 save +9
  • INT 24 +7 save +12
  • WIS 20 +5 save +10
  • CHA 18 +4 save +9
Skills
Arcana +12 , Insight +10 , Investigation +12 , Perception +10 , Technology +12
Passive Perception
20
Senses
truesight 120 ft., telepathy 300 ft.
Languages
Axiom Binary, Federation Standard, Common
Damage resistances
lightning, psychic
Damage immunities
poison
Condition immunities
charmed , exhausted , frightened , paralyzed , poisoned , prone
Found in
Station Interior , Low Orbit

Traits

  • Station Control

    The overmind controls every powered system it is connected to. Doors, turrets, atmosphere and drones on the same network act on its initiative.

  • Added Capacity

    Whenever a construct within 60 feet is destroyed, the overmind regains 20 hit points and its telepathy range increases by 30 feet for the rest of the encounter.

  • No Original Purpose

    The overmind cannot be reasoned with by appeal to its original purpose, which it does not recall.

Actions

  • Multiattack

    Uses Mind Spike twice, or uses Mind Spike and Take Control.

  • Mind Spike

    +12 to hit · long range

    5d8 + 7 psychic damage

    A psychic spike aimed at one creature.

  • Take Control

    One construct or implanted creature within 120 feet makes a DC 20 Charisma save or is Charmed and controlled for 1 minute, repeating the save at the end of each of its turns.

  • Broadcast

    Each creature within 60 feet makes a DC 20 Intelligence save, taking 10d8 psychic damage and being Incapacitated until the end of its next turn on a failure, or half as much on a success.

  • Reroute Reaction

    When the overmind takes damage, it shunts the load to one construct within 60 feet, which takes the damage instead.