Hive Mind Projection. The Master can control up to 3 creatures it can see within 60 ft. They must succeed on a DC 18 Wisdom save or be charmed and take actions on the Master’s turn.
FEV Mass. The Master regenerates 15 hit points at the start of its turn if it has at least 1 hit point.
Psychic Overload. When the Master takes 30+ damage in a single turn, all creatures within 20 ft. must make a DC 18 Wisdom save or take 14 (4d6) psychic damage.
Multiattack. The Master makes two Psychic Tendril attacks or one Tendril and one Mind Blast.
Psychic Tendril. Melee Weapon Attack: +12 to hit, reach 15 ft., one target Hit: 18 (2d10 + 7) psychic damage and target is pulled 10 ft. toward the Master.
Mind Blast (Recharge 5–6). The Master emits a psychic wave in a 60-foot cone. Each creature must make a DC 18 Intelligence saving throw or take 38 (7d10) psychic damage and stunned until end of next turn or half damage on a success.
Command Mutation (1/Day). The Master summons 1d4 Super Mutants or Feral Ghouls under its control for 1 minute.
The Master can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The Master regains spent legendary actions at the start of its turn.
Psychic Step – Teleport up to 30 ft.
Tendril Strike – Make one Psychic Tendril attack
Dominate Spark (Costs 2) – Force one creature within 60 ft. to make a DC 18 Wis save or be charmed until end of its next turn
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