Divine Awakening (recharges after a Short or Long Rest). If Zelnorax's would be reduced to 0 hit points, his current hit point total instead resets to 300 hit points, he regains all of his uses of Painful Resistance, and his Great Eye ability recharges. Zelnorax's eye psionics are replaced by the awakened eyes feature in the "Mythic Actions" section. Additionally, Zelnorax can now use the villain actions in the "Mythic Actions" section for 1 hour. Award a party an additional 50,000 XP for defeating Zelnorax after his Divine Awakening activates.
Unflankable. Zelnorax is immune to being flanked.
Painful Resistance (5/Day). Eight eyes float around Zelnorax and create his Eye Psionics. If Zelnorax fails a saving throw, he can destroy a random floating eye (chosen by rolling a d8) and succeed instead. If an eye is destroyed, a new eye pops out of Zelnorax's face to replace it 24 hours later.
Keeper of the Codex Mutabilis. Zelnorax may use the Codex Mutabilis in any way it may be used as specified in the item description.
Ichor Drinker. In exchange for keeping the Codex Mutabilis, Zelnorax has been given blood from the triad, causing him to grow larger than a typical overmind and changing his physical and mental abilities.
The Blood of Ilmater. Zelnorax can relieve the suffering of those he chooses who are near him. Anytime a creature within 120 feet of Zelnorax takes damage, he can cause the damage to be inflicted upon him in their stead.
The Blood of Tyr. Zelnorax causes all evil creatures within 120 feet of him to roll attack rolls and saving throws with disadvantage. Additionally, he has Truesight.
The Blood of Torm. All of Zelnorax's attacks deal an additional 5d8 radiant damage.
Bite. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 14 (6d6+4) piercing damage.
Eye Psionics. Zelnorax creates five of the following psionic eye effects. Unless otherwise stated, each eye targets a creature who he can see within 120 feet of him. He can’t use the same effect twice on a turn.
1. Charm Beam. The targeted creature must succeed on a DC 21 Wisdom saving throw or be charmed by Zelnorax for 1 hour, or until he harms the creature or one of their allies.
2. Compulsion Beam. The targeted creature must succeed on a DC 21 Intelligence saving throw or use their reaction, if available, to move up to their speed toward the closest ally they can see and make one weapon attack against them. Creatures who can’t be charmed are unaffected.
3. Memory Beam. The targeted creature must make a DC 21 Intelligence saving throw. On a failed save, if the creature has unexpended spell slots, they expend a spell slot of their highest remaining level, with no effect. If they don’t have unexpended spell slots, they instead lose proficiency with a weapon they’re holding or carrying for 1 minute (save ends at end of turn).
4. Toxic Vapors. Zelnorax chooses a point he can see within 120 feet of him. Each creature within 10 feet of the point must succeed on a DC 21 Constitution saving throw or be poisoned for 1 minute (save ends at end of turn) and take 5d8 poison damage, or half as much on a successful one.
5. Telekinetic Field. Zelnorax chooses a point he can see within 120 feet of him. Each enemy within 10 feet of the point must succeed on a DC 21 Strength saving throw or be moved up to 30 feet in any direction and take 7 (2d6) force damage at the end of the move. Additionally, Zelnorax can target any object within 10 feet of the point that weighs 300 pounds or less and isn’t being worn or carried, moving it up to 30 feet in any direction. Zelnorax can also exert fine control on objects with this effect, such as manipulating a simple tool or opening a door or a container.
6. Lightning Bolt. Zelnorax shoots a 5-foot-wide, 120-footlong line of lightning. Each creature in the line must succeed on a DC 21 Dexterity saving throw, taking 36 (12d8) lightning damage on a failed save, or half as much damage on a successful one.
7. Explosion. chooses a point he can see within 120 feet of him. Each creature within 10 feet of the point must make a DC 21 Dexterity saving throw, taking 36 (8d8) fire damage on a failed save, or half as much damage on a successful one.
8. Radial Beam. The targeted creature must succeed on a DC 21 Dexterity saving throw or immediately take 55 (10d10) radiant damage, or half as much on a successful one. If this effect reduces a target’s hit points to 0, they explode. The effect ends if Zelnorax dies or can’t see the target. A creature that explodes causes every creature within 20 feet to make a DC 21 Dexterity saving throw, on a failed save a creature takes 5d10 radiant damage or half as much on a successful one. This psionic effect can’t be used again while this effect persists.
The Great Eye (Recharge 6). Zelnorax's central eye turns totally white and projects a 200-foot cone of energy. If Zelnorax or any creature in that area is affected by a spell, the spell’s effects immediately end for that creature.
Cower! When a creature hits Zelnorax with an attack, he shoots a psionic fear beam at them. The creature must succeed on a DC 21 Wisdom saving throw or take 21 (6d6) psychic damage and be frightened of Zelnorax for 1 minute (save ends at end of turn).
Zelnorax has three villain actions. He can take each action once during an encounter after an enemy’s turn. He can take these actions in any order but can use only one per round.
Action 1: Disruption Beams. Zelnorax shoots a psionic disruption beam at three creatures he can see within 120 feet of him. Each target must make a DC 21 Wisdom saving throw. On a failed save, whenever the target makes more than one weapon attack on a turn or casts a spell that isn’t a cantrip, they take 14 (4d6) psychic damage. This effect lasts for 1 minute (save ends at end of turn).
Action 2: Disappearing Act. Zelnorax turns invisible until the end of his next turn and teleports up to 120 feet to an unoccupied space he can see.
Action 3: Megabeam. Zelnorax unleashes the effects of all of his remaining psionic eyes at once in a 40-foot-wide, 120-foot-long line. Each creature in that area must make a save against two random eye effects from Zelnorax's Eye Psionics (reroll duplicates for each target). If the effect usually affects an area, it instead only affects individual creatures.
If Zelnorax's Divine Awakening trait has been activated in the last hour, he can use the options below as Villain Actions.
Awakened Eyes. Zelnorax takes on a guise more like the sun than anything else, his eyes become like small stars that orbit him. Whenever he uses his eye psionics all produced effects are Radial Beams.
Action 4: Divine Flare. Zelnorax unleashes a wave of radiant energy. Each creature in a 120-foot radius sphere centered on Zelnorax must succeed on a DC 21 Dexterity saving throw or take 8d8 radiant damage, or half as much on a success.
Action 5: A Final Plea. Zelnorax invokes his favor with the Triad and calls for aid. Two Deva and a Planetar appear in spaces of his choice within 120 feet of him.
Description
An overmind is typically characterized as a red spherical creature with multiple eyes, tentacles dangling down while a large brain pulsates around the peripheral of its cranium.
Zelnorax is all that and more, growing larger than a typical overmind while his brain and eyes glow golden yellow.
Lair and Lair Actions
Lair Actions
When fighting inside their lair, an overmind can take lair actions. On initiative count 20 (losing initiative ties), the overmind can take one lair action to cause one of the following effects; the overmind can’t use the same lair action two rounds in a row:
Radiant Beams. A portion of the ceiling begins to glow as shafts of burning light shine down upon three creatures Zelnorax chooses within 60 feet of him. Each creature must succeed on a DC 21 Dexterity saving throw or take 5d8 radiant damage, or half as much on a success.
In the Service of the Triad. Calls upon the aid of those that he has served for centuries, Ilmater, Tyr, and Torm answer by each sending a celestial to assist Zelnorax in defending the codex. A Planetar and 2 Deva appear in spaces that Zelnorax can see within 120 feet of him.
Telekinetic Hold. An invisible force attempts to grab three enemies within 60 feet of the overmind. Each creature must make a DC 21 Strength saving throw. On a failed save, a creature’s speed becomes 0 and they rise vertically 20 feet in the air, suspended there until the end of initiative count 20 on the next round, at which point they fall.







Comments