Mindharrow Psion - AI-generated fantasy Monster

Mindharrow Psion

Scholars call it a mindharrow because it does not merely break minds, it tills them. Its kind is said to have been bred, not born, in a hidden program that sought to distill raw psionic metabolism into harvestable organs. The result was a creature that makes nearby telepaths feel brilliant, beloved, and invincible right before it turns them into fuel. Unlike a true brain-beast, it is not a giant brain. It is an aberrant humanoid body carrying an impossibly large psionic cortex, and that cortex becomes more potent as the creature nears death. Hunters prize the organ because when taken alive and immediately with specialized equipment, the lingering euphoria can dramatically enhance psionic integration.

MediumAberration(Psionic)CR 23Neutral Evil

Mindharrow Psion

aberrationcontrollerpsionicurbanbossharvestableeuphoriamind flayer adjacent
HP370AC19SPDwalk 30 ft., climb 20 ft., hover 20 ft. while in Psionic OverdriveCR23 (50,000 XP)DeceptionInsightPerceptionStealthArcana
STR
18
DEX
20
CON
32
save
INT
27
save
WIS
28
save
CHA
22
save
Euphoric Dreadfield. The mindharrow projects a field of blissful psychic distortion. Creatures within 20 feet that can see or hear it must succeed on a Wisdom saving throw or suffer disadvantage on the next attack roll or ability check they make before the start of their next turn. A creature that succeeds is immune to this aura for 24 hours.
Reflective Slip. The mindharrow can move through a space as narrow as 1 inch wide without squeezing if it is in a dimly lit urban structure or within 30 feet of a reflective surface, such as glass, water, polished metal, or wet pavement. It leaves faint psychic static in its wake.
Psionic Overdrive. If the mindharrow starts its turn at 185 hit points or fewer, it enters Psionic Overdrive. Its psychic damage increases by 10 and it gains resistance to bludgeoning, piercing, and slashing from nonmagical attacks. At 93 hit points or fewer, the damage increase becomes 20 and it gains advantage on Constitution, Intelligence, Wisdom, and Charisma saving throws.
Two-Mind Interference. The mindharrow can maintain two concentration-like psionic effects at once, but if it is incapacitated, both end immediately.
Cortex Lance. Melee or ranged spell attack: to hit, reach 5 ft. or range 120 ft., one target. Hit: 18 () psychic damage, and the target must succeed on a Wisdom saving throw or be unable to take reactions until the start of the mindharrow's next turn.
Euphoria Wave. The mindharrow unleashes a kaleidoscopic pulse in a 60-foot cone. Each creature in that area must make a Wisdom saving throw. On a failure, a creature takes 45 () psychic damage and is stunned until the end of its next turn. On a success, it takes half damage and isn't stunned. A creature that fails by 5 or more is also charmed by the mindharrow until the end of its next turn, perceiving it as a source of overwhelming bliss.
Harvest Thought. The mindharrow targets one creature it can see within 120 feet that has at least one spell slot, Psi Point pool, superiority dice, sorcery point, or similar limited mental resource. The target must make a Intelligence saving throw. On a failure, it loses one expended use of a mental resource of the DM's choice if possible, or takes 27 () psychic damage if it has no such resource. The mindharrow regains 15 hit points if the target fails.
Dazzling Feedback. When a creature the mindharrow can see within 60 feet hits it with an attack, the mindharrow imposes disadvantage on the attack roll that triggered this reaction, potentially turning a hit into a miss as a burst of euphoric psychic static blinds the attacker.
Ghost Through Static. The mindharrow moves up to half its speed without provoking opportunity attacks.
Bliss Spike (Costs 2 Actions). One creature the mindharrow can see within 60 feet must succeed on a Wisdom saving throw or be stunned until the end of its next turn as blissful sensory overload floods its mind.
Crush Synapses (Costs 3 Actions). The mindharrow targets one creature it can see within 120 feet. The target must make a Intelligence saving throw, taking 22 () psychic damage on a failure, or half as much on a success. If the target is concentrating, it has disadvantage on the save.
Cantrips
Psionic SpellcastingUniversal At will, the mindharrow can cast detect thoughts, minor illusion, and telekinesis. Its spellcasting ability is Intelligence (save DC 23, +15 to hit with spell attacks).
8th level
Higher PsionicsEnchantment/Abjuration 3/day each: dominate monster, synaptic static, confusion, wall of force
Cataclysmic PsionicsEnchantment/Evocation 1/day each: feeblemind, psychic scream
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