Creature Sense. Zurchonic is aware of the presence of creatures within 5 miles of them that have an Intelligence score of 4 or higher. They know the distance and direction to each creature, as well as each one’s Intelligence score, but can’t sense anything else about it. A creature protected by a mind blank spell, a nondetection spell, or similar magic can’t be perceived in this manner.
Magic Resistance. Zurchonic has advantage on saving throws against spells and other magical effects.
Telepathic Nexus. Zurchonic can use its telepathy to initiate and maintain telepathic conversations with up to ten creatures at a time. Zurchonic can let those creatures telepathically hear each other while connected in this way.
Tentacle Hair. Melee Weapon Attack: +7 to hit, reach 15 ft., one target. Hit: 20 (4d8 + 2) bludgeoning damage. If the target is a Huge or smaller creature, it is grappled (escape DC 15) and takes 9 (1d8 + 5) psychic damage at the start of each of its turns until the grapple ends. Zurchonic can have up to four targets grappled at a time.
Intellect Burst(Recharge 5–6). Creatures of Zurchonic’s choice within 60 feet of them must succeed on a DC 18 Intelligence saving throw or take 32 (5d10 + 5) psychic damage and be stunned for 1 minute. A target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Spellcasting (Psionics). Zurchonic casts one of the following spells, requiring no spell components and using Intelligence as the spellcasting ability (spell save DC 18):
At will: detect thoughts, levitate, Encode Thoughts, Disguise Self, Grease
3/day: modify memory, Dream
1/day: dominate monster
Psychic Link. Zurchonic targets one incapacitated creature they can sense with their Creature Sense trait and establishes a psychic link with the target. Until the link ends, Zurchonic can perceive everything the target senses. The target becomes aware that something is linked to its mind once it is no longer incapacitated, and Zurchonic can terminate the link at any time (no action required). The target can use an action on its turn to attempt to break the link, doing so with a successful DC 18 Charisma saving throw. On a successful save, the target takes 10 (3d6) psychic damage. The link also ends if the target and Zurchonic are more than 5 miles apart. Zurchonic can form psychic links with up to ten creatures at a time.
Sense Thoughts. Zurchonic targets a creature with which they have a psychic link. Zurchonic gains insight into the target’s emotional state and foremost thoughts (including worries, loves, and hates).
Shatter Concentration. Zurchonic targets one creature within 120 feet of themself with which they have a psychic link. Zurchonic breaks the creature’s concentration on a spell it has cast. The creature also takes 2 (1d4) psychic damage per level of the spell.
Infectious Connection. Zurchonic targets one creature within 120 feet of them with which they have a psychic link. The target and enemies of Zurchonic within 30 feet of target take 10 (3d6) psychic damage.
Sever Psychic Nexus. Zurchonic targets one creature within 120 feet of them with which they have a psychic link. Zurchonic ends the link, causing the creature to have disadvantage on all ability checks, attack rolls, and saving throws until the end of the creature’s next turn.
Tentacle Zurchonic makes one Tentacle attack.
Muddle Thoughts. Zurchonic targets one creature targeting them with a spell and forces them to make a DC 18 int save. On failure, the spell has no effects and consumes the spell slot.
Description
The ultimate expression of an alluring hive mind, Zurchonic commands from within a pool of viscous brine, cared for by thralls as they touch the thoughts of creatures near and far. They scrawl upon the canvas of the mental realm, drawing in more lonely and depressed souls by inserting into their thoughts and authoring their dreams.
Zurchonic considers community and its connection the most important things in the multiverse, and the colony is nothing more than an extension of their will. They were split from their original colony. They now have a unique personality and storehouse of collected knowledge and experience. Zurchonic reigns as a benevolent ruler, while others serve as sages, counselors, and repositories of information and lore for the thralls that protect and nourish them.
Through their advanced psychic and mental capacities they have edited their original human body into an advanced psychic hub. As time has passed they have created external biostructures and other modified bodies to further advance. The main body detailed here has grown an advanced psychic lobe, a thick carapace over vital organs, and an alluring form. The similarities to an elder brain are endless. Their increased mobility and less threatening form make them a conceivable next step for hive minds everywhere.
Lair and Lair Actions
The lair of Zurchonic lies deep in the heart of fleshy tunnels and biological technology. They dwell in a dimly glowing brine pool filled with brackish water infused with its vital fluids and psionic energy.
Zurchonic’s ambitions are always tempered by their desire to only take in willing souls Although their telepathic senses can reach for miles, moving anywhere is always a dangerous proposition. If forced outside its brine pool, Zurchonic's abilities shrink and access to many of their biological tech pieces is lost.
Lair Actions
On initiative count 20 (losing initiative ties), Zurchonic can take one of the following lair actions; Zurchonic can’t take the same lair action two rounds in a row:
Force Wall. Zurchonic casts wall of force.
Psionic Anchor. Zurchonic targets one creature them can sense within 120 feet of them and anchors them by sheer force of will. The target must make a DC 18 Charisma saving throw. On a failed save, its speed is reduced to 0, and it can’t teleport. It can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Psychic Inspiration. Zurchonic targets one friendly creature them can sense within 120 feet of it. The target has a flash of inspiration and gains advantage on one attack roll, ability check, or saving throw them makes before the end of its next turn.
Regional Effects
The territory within 5 miles of an Zurchonic is altered by the creature’s psionic presence, which creates one or more of the following effects:
Paranoia. Creatures within 5 miles of an Zurchonic feel as if they are being followed, even when they’re not.
Psychic Whispers. Any creature with which Zurchonic has formed a psychic link hears faint, incomprehensible whispers in the deepest recesses of its mind. This psychic residue consists of Zurchonic’s stray thoughts blended with those of other creatures to which they are linked.
Telepathic Eavesdropping. Zurchonic can overhear any telepathic conversation within 5 miles of it. The creature that initiated the telepathic conversation makes a DC 18 Wisdom saving throw when telepathic contact is first established. If the save is successful, the creature is aware that something is eavesdropping. The nature of the eavesdropper isn’t revealed.
If Zurchonic dies, these effects immediately end and all creatures within 5 miles of it that have psychic abilities are must make a DC 18 Wisdom saving throw or be stunned for one round.
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