Consciousness Cluster
We've had a run of (relatively) wholesome posts for you the last few weeks, but we all knew it couldn't last forever. Now, we return to our regularly scheduled programming: monsters that will kill your players' characters and ruin their ability to sleep.
The consciousness cluster is a collection of stolen minds, roaming the world searching eternally for more minds to steal and graft onto itself. Even being near such a creature is harmful to a healthy psyche, but left unchecked the cluster can rip a person's mind right out, trapping it in amongst its chaotic collection until the cluster as a whole is slain.
In actual gameplay, the cluster acts as a mobile hazard zone, as it is quite slow, and most of its dangerous traits operate within a short radius of itself. Once one is in close, though, the cluster's aura can keep conceivable keep an entire party stunned for turns and turns if they aren't properly protected. If you need a monster to challenge players to play tactically or else drown in psychic damage, the consciousness cluster has got you covered.
At a higher level, the cluster could be an interesting supplement to other aberration-themed encounters. A clutch of mind flayers may decide to cultivate consciousness clusters as sort of psionic artillery sentinels, using them to supplement their already mindless thralls, or as perimeter guards to their territory.
We're pleased with how our latest nasty tentacle child has grown up, and we hope you enjoy ruining your party's day with it sometime soon. Let us know how it runs, and what sort of critters your table needs next!
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Consciousness Cluster
Consciousness clusters are living nodules that collect thoughts and personalities, formed from sentient minds that roam the astral plane. Consciousness clusters can house tens to hundreds of separate minds; this leads to erratic and unpredictable behavior, as the personalities within the cluster wrestle for control. By its very nature, however, a consciousness cluster is drawn to other minds, ever expanding its collection until it eventually splits into two separate clusters.
Though it does not need to eat or sleep, it feels an insatiable desire to subsume and incorporate more personalities, absorbing and trapping them within its cacophony of minds. A privy adventurer will recognize a consciousness cluster is near when they begin to hear many voices, all speaking at once and in fragmented, incomplete thoughts.
Consciousness Cluster
Medium Aberration, typically chaotic neutral
Armor Class 14 (natural armor)
Hit Points 104 (16d8 + 32)
Speed 10 ft., climb 10 ft.
STR 13 (+1)
DEX 5 (-3)
CON 14 (+2)
INT 21 (+5)
WIS 15 (+2)
CHA 14 (+2)
Skills Perception +6
Damage Immunities psychic
Condition Immunities charmed, frightened, stunned
Senses darkvision 120 ft., passive Perception 16
Languages telepathy 120 ft.
Challenge 4 (1,100 XP) Proficiency Bonus +2
Mindsense. The cluster is aware of the presence of creatures within 300 feet of it that have an Intelligence score of 3 or higher. It knows the relative distance and direction of each creature, regardless of physical barriers. Creatures under the effects of magic that protects the mind cannot be detected by the cluster.
Spider Climb. The cluster can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
Supressing Aura. A heavy psychic aura emanates from the cluster due to its dense collection of thoughts and personalities.
Each creature that starts its turn within 30 feet of the cluster must succeed on a DC 15 Wisdom saving throw. On a failure, the creature takes 9 (2d8) psychic damage and is stunned until the start of its next turn. On a successful save, the creature is immune to the cluster’s suppressing aura for the next 24 hours.
Actions
Probe Mind. Melee Weapon Attack: +3 to hit, reach 10 ft., one creature. Hit: 1 piercing damage plus 9 (2d8) psychic damage. The creature must succeed on a DC 15 Wisdom saving throw, becoming stunned until the end of the cluster’s next turn on a failed save.
Psychic Blast. The cluster targets a creature that it can see within 120 feet. That creature makes a DC 15 Intelligence saving throw, taking 18 (4d8) psychic damage on a failed save, or half as much on a success.
Wrench Mind. The cluster targets a stunned or incapacitated creature that it can see within 30 feet of it that has an Intelligence of 3 or higher. That creature makes a DC 15 Intelligence saving throw, taking 27 (6d8) psychic damage on a failed save, or half as much on a success. If this damage reduces the creature to 0 hit points, the cluster absorbs the creature’s consciousness. The creature’s Intelligence and Charisma scores become 1. The creature can’t cast spells, activate magic items, understand language, or communicate in any intelligible way. The creature can, however, identify its friends and will not attack them.
Killing the cluster releases the creature’s consciousness into the astral plane. The creature’s consciousness can be recalled to its body with a greater restoration spell, so long as it roams the astral plane.