Legendary Resistance (3/day): If the Hollow Scribe fails a saving throw, it can choose to succeed instead.
Innate spellcasting: the Scribe's spellcasting ability is INT (spell save DC17, +9 to hit with spell attacks). It can cast the following spells, requiring no material components:
At will: Detect thoughts, Mage hand, Mind Sliver
3/day ea.: Counterspell, Wall of Force, Phantasmal Killer
1/day ea.: Dominate person, Feeble mind, plane shift(self only), Power word stun
Mind Blast (Recharge 5-6) The Scribe can use its Mind Blast. Each creature within a 60 ft cone must succeed on a DC17 INT save throw or take 36 (8d8) psychic damage, and be stunned for 1 min. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Psionic form. The Scribe can use its action to meld its body with the ship's arcane energy, becoming incorporeal for up to 1 hour. while in this form, it gains the following benefits:
- Cannot be damaged by non-magical physical attacks
- Can move through the walls, floors, and ceilings as if they were difficult terrain
- Can cast spells with a range of touch or self without losing the ability to remain incorporeal
Telepathic bond: The scribe can establish a telpathic connection with any creature it can see within 120ft. The creature must succeed on a dc 17 WIS save or be charmed for 1 hour. while charmed, the creature cannot take hostile actions against the Scribe, and will assist in any way possible. The creature can repeat the save throw at the end of each of its turns.
Multiattack: The Scribe makes 2 attacks-one with its psionic touch and one with its mindflayer spell casting.
Psionic Touch: Melee weapon attack. +7 to hit, 5ft reach, single target. on hit: 18 (3d8+5) psychic damage
Extract Brain (recharge 5-6): the Scribe can attempt to extract the brain of a stunned or incapacitated creature it is grappling. the target must make a DC17 CON save or take 55 (10d10) psychic damage and die. The creature's brain is extracted, added to the collection of constructs and enslaved. The Scribe then gains temporary hit points equal to the damage dealt.
Reality fracture: warp a 30 ft cube of space-difficult terrain, illusions, and disadvantage on WIS saves inside for 1 round.
Psychic backlash (3 per encounter): force a creature that damaged the Scribe to make a DC17 WIS save, or take 18 (4d8) psychic damage, and be stunned until the end of their next turn.
The Scribe can take 3 Legendary actions from the list below. Only one can be used at a time, and only at the end of another creature's turn. The Scribe regains spent actions at the start of its turn.
- Psionic Wave (costs 2 actions): The Scribe emits a wave of psychic energy. Each creature within 30 Ft must make a DC17 INT save, taking 18 (4d8) Psychic damage on a failed save, or half as much on a successful one.
- Spellcasting: Can cast an at will spell.
- Teleport(costs 3 actions): can teleport to an unoccupied space it can see within 60 ft.
Once the Scribe drops below half its hit points, it can use its Mythic Action for an added layer of unpredictability:
Reality Bender: Warps reality itself. each creature within a 30ft radius must succeed a DC17 CHA save or suffer one of the following effects, chosen by Valthraxin:
- Memory Loss: the creature forgets the last 10 min of their actions.
- Paranoia: the creature becomes paranoid, and is now hostile to the nearest creature.
- Time Slow: the creature must use its next turn to perform only one action instead of 2.
Description
Once a prodigy among the elder brain's thralls, Valthraxin was born not just to serve, but to remember. In a time when its kind consumed knowledge without sentiment, Valthraxin saw value in the shape of memory, the weight of identity. It diverged-slowly, secretly- recording the minds of consumed victims not as data, but as living narratives. Entire personalities were catalogued and curated like a twisted library. When it took the path of lichdom to escape death, its phylactery became more than a vessel- it became a projector of stolen and broken minds, a kaleidoscope of false lives and fabricated realities. But the process was...flawed. In seeking to preserve not just memory, Valthraxin lost track of its own. Drifting aboard the Lamentation, a dessicated, derelict ship lost in the Astral Sea, it created the projection- a composite being built from the fragments of countless minds consumed over the years. The projection believes it is real, even claims to assist newcomers, and in a way...it is. But. It is also a lure. A filter. A mask worn by something that no longer knows whether it was ever truly alive.
Lair and Lair Actions
The heart of the derelict ship pulses with an unnerving, oppressive energy. The Central chamber- a vast, circular room- feels like the very mind of the ship, a maddening mix of organic and mechanical elements, its walls shifting and breathing with an unnatural rhythm. The Lair is an endless labrynth of corridors and rooms that feel too alive, too concious, as if watching, listening, and remembering. The walls are slick and black, covered in strange glyphs and arcane msrkings, glowing faintly with an ethereal light. They shimmer and change, as if constantly rewritten by invisible hands. Some appear to move, like living things, slithering across the surface, only to disappear when you try to focus on them. The markings are an unsettling mixture of MIndflayer runes, and arcane script, both familiar and alien, pulsing with a low, almost imperceptible hum. The very floor is made of smooth, obsidion like stone, but cracks run through it, swirling with strange energy. They seem to shift and widen as if the ship was alive, trying to swallow you whole if you stood still for too long. The faint scent of decay and forgotten knowledge lingers in the air, and the walls seem to whisper soft voices with faces you can just make out before they dissapear-tortured souls, trapped by whatever horror youve found yourself in, echoes of the crew, distorted by the passage of time, and fractured by the broken mind of the Alhoon. In the center of the room is a massive arcane apparatus: a dark altar, shaped like a great eye, with tendrils of energy snaking out, connecting to various machines both mechanical and organic. Pulsing in time with the ship's heartbeat the tendrils send energy rippling through the air. The air feels heavy, dens, charged with psychic pressure. You feel it in your skull, the weight of thoughts, not your own, the ship bleeding its memories into your own. At the very center, hovering just above the ground, is a floating tome- bound in flesh, worn, tattered with pages that flicker like a shimmering pond under a breeze. The contents constantly change and rewrite themselves, the very concept of knowledge in flux. The air hums with the residual magic of those who once sought to understand the secrets of life and death, and paid for it. Dearly. This is the tome of the Alhoon. Above it, suspended in the oppressive darkness, an eerie figure of swirling energy- a projection of the Scribe's former self-hovers in place. Its shape is fleeting, flickering like a fading dream, and it watches the intruders with ancient, burning eyes. It occasionally speaks, offering cryptic statements or mocking those who have come too close, a twisted reflection of what it once was. The figure's words shift- you cant tell if its speaking the truth, or manipulating you with lies and illusions. From the corners and cieling of the room you catch occasional whispers, and what appears to be flickering eyes. Remnants of the crew, and others before you, that have been lost and sealed within the ship, begging for release.
Lair Actions
If the Scribe is in its lair, it can use the following actions:
- Illusionary Pathways: causes a shift in the walls and floors of its lair, creating illusionary pathways. Each creature within 60 ft must make a dc 15 WIS save or be trapped in the maze for 1 min, unable to act but can attempt another save each turn.
- Psychic Disruption: Forces all creatures within 60 ft to make a dc 16 INT save or be stunned until the end of their next turn.
- Arcane Pulse: Cause the arcane energy within the ship to puls, causing a wave of psychic damage in a 30 ft radius. Each creature must make a dc 16 INT save or take 22 (4d10) psychic damage
Regional Effects
The bridge of the ship creates an environment to induce madness in the party:
- Shifting walls and floors: the environment itself feels unstable, as if the ship is trying to reject you. The walls twist and morph, forcing the party to continually reorient themselves. Movement becomes difficult in areas where the ship's mind influences the surroundings.
- The Tome: contents ever changing, provides a sense of darker, deeper secrets. However, interacting with it may cause psychic damage or force players into a hallucinatory stet, where they experience their worst fears or regrets.
- Psychic Whispers: The minds of the party are assaulted by the constant whispers, as though the ship were reading their thoughts. The voices change depending on the player's fears or memories, constantly shifting between ancient warnings, and twisted mockeries.
- The Projection: the spectral figure of the Alhoon, an echo of its once powerful mind, hovering, sentient madness. Both a presence and an adversary, subtly influencing the player's decisions and planting seeds of doubt about their mission.
If Valthraxin dies, these effects fade over the course of a month.
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