Veilmind Harvester - AI-generated fantasy Monster

Veilmind Harvester

Scholars believe the creature is not born but assembled, either from an aberrant species engineered by a failed psionic cabal or from a mind that learned to eat adjacent minds until it grew a body around the habit. Its most feared feature is not its damage but its harvest. A living Psionic Cortex taken from a near-death specimen can be integrated by a psionic bearer to supercharge their own gifts, but the resonance is fleeting. Once the euphoric feeling fades, the cortex becomes a far weaker relic. This has made the monster a commodity in the criminal underworld, where extraction teams sometimes chase it instead of killing it, only to become its next meal.

MediumAberration(Psionic)CR 25Typically neutral evil

Veilmind Harvester

AberrationPsionicControllerLegendaryUrban HorrorHarvestMind-Bender
HP420AC21SPD30 ft., climb 20 ft., teleport 60 ft.CR25DeceptionInsightPerceptionStealthArcana
STR
20
DEX
22
CON
30
save
INT
26
save
WIS
22
save
CHA
18
save
Crowd Veil. The aberration can take the Hide action as a bonus action while in dim light, heavy obscurity, or amid a crowd of at least 3 Medium or smaller creatures.
Intrusive Telepathy. The aberration's telepathy can affect any creature it can see within 120 feet. A creature that cannot speak still understands the aberration if it knows at least one language or has telepathic communication of its own.
Psychic Balance. The aberration has advantage on saving throws against being knocked prone, grappled, or restrained.
Near-Death Resonance. When the aberration starts its turn at or below half its hit point maximum, its psionic power intensifies. Until the start of its next turn, it gains a 10-foot bonus to speed, its spell and ability save DC increases to 24, and its psychic damage rolls increase by 7 ().
Thought Drift. The aberration can move through the space of other creatures as if it were difficult terrain, and the first time each turn it enters a creature's space, that creature must succeed on a Wisdom saving throw or have disadvantage on its next attack roll.
Mindscythe. Melee Weapon Attack: to hit, reach 10 ft., one target. Hit: 21 () psychic damage plus 13 () necrotic damage. If the target is concentrating, it has disadvantage on the saving throw to maintain concentration.
Euphoric Cataclysm. The cortex seethes with psychic static in a 90-foot cone. Each creature in that area must make a Intelligence saving throw. On a failed save, a creature takes 54 () psychic damage, is stunned until the end of its next turn, and cannot take reactions until then. On a successful save, a creature takes half damage and is not stunned. A creature that fails this save by 5 or more also drops one held item of the aberration's choice.
Pleasure Lure. The aberration targets one creature it can see within 120 feet. The target must succeed on a Wisdom saving throw or be charmed until the end of the aberration's next turn. While charmed this way, the target is euphorically distracted, its speed is reduced by 20 feet, and it has disadvantage on attack rolls and Perception checks. If the target is already below half its hit point maximum, it also takes 18 () psychic damage.
Harvest the Cortex. The aberration targets one creature it can see within 60 feet that has at least one spell slot, psi point, sorcery point, superiority die, or similar supernatural resource. The target must make a Intelligence saving throw. On a failed save, it loses one expended resource of the highest level or most potent type it currently has available, if any, and the aberration regains 20 hit points. If the target has no such resource, it instead takes 27 () psychic damage.
Bliss-Slip. When a creature the aberration can see within 30 feet hits it with an attack, the aberration forces that creature to make a Wisdom saving throw. On a failed save, the attacker subtracts 9 () from the damage roll of that attack as euphoric static blurs its aim, and the attacker cannot make opportunity attacks until the start of its next turn.
Slip Through Static. The aberration moves up to half its speed without provoking opportunity attacks.
Mind Needle (Costs 2 Actions). One creature the aberration can see within 60 feet must succeed on a Intelligence saving throw or take 13 () psychic damage and have disadvantage on its next saving throw before the end of its next turn.
Resonant Frenzy (Costs 3 Actions). The aberration recharges and immediately uses Pleasure Lure or Harvest the Cortex, if available. If neither is available, it instead uses Euphoric Cataclysm if it has not used it this round.
2nd level
Detect ThoughtsDivination The aberration can cast detect thoughts at will, no components required.
5th level
TelekinesisTransmutation The aberration can cast telekinesis 3/day, no components required.
Synaptic StaticEnchantment The aberration can cast synaptic static 3/day, no components required.
8th level
Dominate MonsterEnchantment The aberration can cast dominate monster 1/day, no components required.
Visual sheet

Turn Veilmind Harvester into a sheet

A high-res, share-ready sheet you can post or print.

Gallery

No images yet. Click to add.

Relationships