Medium Or Small Humanoid, Neutral Evil
Armor Class 21 Ego Shroud
Hit Points 312 (36d8 + 150)
Speed 40 ft., Fly 30 ft. hover
STR
10 (+0)
DEX
20 (+5)
CON
18 (+4)
INT
24 (+7)
WIS
16 (+3)
CHA
14 (+2)
Saving Throws INT +13, WIS +9, CHA +8
Skills Deception +12, Insight +8, Investigation +12, Perception +8
Damage Resistances Force; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks, Damage from Spells
Damage Immunities Psychic
Senses Truesight 60, Passive Perception 18
Languages Common telepathy 120 ft
Challenge 17 (18,000 XP)
Proficiency Bonus +6
Traits

 

  • Overclocked Synapses: Black Star has two bonus actions and two reactions on each of its turns

  • Neural Backlash: Any creature that attempts to read Black Star's mind or communicate with it telepathically against its will must succeed on a DC 20 Intelligence saving throw or take 22 (4d10) psychic damage and be incapacitated until the end of its next turn.

    Grit Pool (6 Points): Black Star starts combat with 6 Grit point, it regains 1 expended Grit point whenever a creature fails a saving throw against one of its psychic abilities or when it scores a critical hit

  • Neural Override (Costs 1 Grit): As a reaction when a creature within 60 feet hits Black Star with an attack, it forces the attacker to make a DC 20 Intelligence saving throw. On a failure, the attack hits another target of Black Star's choice within the attack's range instead.

  • Synaptic Jammer (Costs 2 Grit): When Black Star hits a creature with a weapon attack, it can spend Grit to force a DC 20 Intelligence saving throw. On a failure, the target cannot cast spells or maintain concentration until the end of its next turn

  • Split Sensation (Costs 1 Grit): When Black Star hits a creature with its Synaptic Needle Rifle, it can force a DC 20 Intelligence saving throw. On a failure, the psychic feedback mirrors onto a second creature within 30 feet of the target, dealing 11 (2d10) psychic damage to it.

  • Memory Wipe (Costs 2 Grit): When Black Star uses its Mind Hack action on a creature, it can spend Grit to cloud their immediate memory. If the target fails its saving throw, it completely forgets everything that happened in the last 10 seconds (1 round), causing it to lose any mechanical focus or tracking it had on Black Star.
  •  

 

Actions
  • Multi-attack: Black Star makes three Synaptic Needle Rifle attacks. It can substitute one attack for an active Mind Hack

  • Synaptic Needle Rifle: Ranged Weapon Attack: +10 to hit, range 100/400 ft., one target. Hit: 16 (2d10 + 5) piercing damage plus 11 (2d10) psychic damage

  • Mind Hack: Black Star targets a creature it can see within 90 feet, overloading their brain implants or sensory pathways. The target must make a DC 20 Intelligence saving throw, suffering one of the following chosen effects:

    • Request: On a failure, the target is charmed by Black Star for \(1d4\) turns. While charmed this way, the target treats Black Star as a trusted ally and will use its actions/movement to protect Black Star or attack its former allies. The target can repeat the save at the end of each of its turns.

    • Psychosis: On a failure, the target is sent into a violent lunacy until the end of its next turn. It must immediately use its reaction to make a melee weapon attack against the nearest creature, and on its next turn, it must use its action to attack whichever creature is closest to it.

    • Chromatic Overload: On a failure, the target's synapses flash violently. It takes 38 (7d10) damage. Black Star chooses the damage type for this attack (e.g., Fire, Cold, Lightning, Acid, or Force).

 
Bonus Actions

 

Cortex Reboot: Black Star spends 1 Grit point to immediately end one status condition affecting it or clear its option cool-downs

Ego Scan: Black Star pinpoints the weakest link in an enemy's mind. One creature within 60 feet must make a DC 20 Wisdom saving throw. On a failure, Black Star has advantage on all attacks against it until the start of Black Star's next turn.

Signal Jam: Black Star broadcasts a localized static burst through its implants. Every creature within 30 feet that relies on blindsight, tremorsense, or electronic communications loses those senses until the start of Black Star's next turn.

 

Reactions

 

Predictive Evade: When a creature targets Black Star with a ranged weapon attack, it reads the attacker's motor intent. Black Star adds +5 to its AC against that attack. If the attack misses, Black Star can move up to 10 feet without provoking opportunity attacks.

Synaptic Mirror: When a creature within 60 feet forces Black Star to make an Intelligence, Wisdom, or Charisma saving throw, Black Star can use its reaction to mirror the mental stress. The forcing creature must immediately make the exact same saving throw against Black Star's DC 20, suffering the same effects on a failure.

Psionic Static: When a creature within 60 feet attempts to cast a spell or use a magical feature, Black Star releases mental noise. The caster must succeed on a DC 20 Intelligence saving throw or the spell fails and is completely wasted

 

Legendary Actions
Black Star can take 3 legendary actions, choosing from the options below. Only one option can be used at a time and only at the end of another creature's turn. Black Star regains spent legendary actions at the start of its turn).
  • Shift Focus (1 Action): Black Star moves up to half its movement speed without provoking opportunity attacks

  • Needle Clip (1 Action): Black Star makes one Synaptic Needle Rifle attack.

  • Brain Melt (2 Actions): Black Star forces one creature within 60 feet to make a DC 20 Intelligence saving throw or take 16 (3d10) psychic damage and suffer disadvantage on its next saving throw.
Mythic Actions
System Overdrive (Recharges after a Short or Long Rest). When Black Star is reduced to 0 hit points, it doesn't die. Instead, its cybernetics force a total system override; its health resets to 250 HP, it gains 50 temporary hit points, and its telepathy range increases to 300 feet. For the next 10 minutes, it can use the following Mythic Actions as Legendary Actions:
  • Mass Malfunction (Costs 2 Actions): Black Star forces up to three creatures within 60 feet to make a DC 20 Intelligence saving throw. On a failure, they suffer the short term madness from the madness table effect simultaneously.

  • Neural Storm (Costs 3 Actions): Black Star emits a devastating wave of psychic noise in a 30-foot radius. Every enemy in the area must make a DC 20 Intelligence saving throw, taking 33 (6d10) psychic damage and becoming stunned until the end of their next turn on a failed save

Description

Enter a general description for your monster here.

Lair and Lair Actions

Enter a description of your monster's lair here.

Lair Actions

On initiative count # (losing initiative ties), the [monster name] takes a lair action to cause one of the following effects; the [monster name] can’t use the same effect two rounds in a row:

  • Enter a description for a lair action.
  • Enter a description for a lair action.

Regional Effects

The region containing a legendary [monster name]’s lair is [enter the effect description], which creates one or more of the following effects:

  • Enter a regional effect description.
  • Enter a regional effect description.

If the [monster name] dies, these effects fade over the course of #d# days.

Axel12345

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