The Master-Brain Beneath the City Conqueror
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The Master-Brain Beneath the City

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Beneath the city, the Mastermind harvests the dreams of the sleepers

The Master-Brain
The Adversary
The Master-Brain
Aberration (brain-ruler) · CR 14

It thinks with the stolen dreams of half a city.

Show stat block
The Master-Brain
Large, Aberration (brain lord), Lawful Evil
Armor Class 18 (psionic shield)
Hit Points 228 (24d10+96)
Speed 10 ft., hover 20 ft.
STR12+1
DEX14+2
CON18+4
INT22+6
WIS18+4
CHA20+5
Saving Throws INT +11, WIS +9, CHA +10
Skills Arcana +11, Perception +9, Insight +9
Resistances & immunities Resistance to psychic damage; resistance to bludgeoning, piercing, and slashing from nonmagical weapons
Senses Telepathy 120 ft., Passive Perception 19
Challenge 14 (11,500 XP)
Traits

Telepathic Network. The Master Brain can communicate telepathically with any creature it has touched with its Brain Claws in the past 24 hours, regardless of distance.

Stolen Dreams. The Master Brain has advantage on attack rolls against any creature that is currently the target of one of its charm effects or that is charmed, exhausted, or frightened.

Psionic Armor. When the Master Brain fails an attack roll or saving throw, it can use its reaction to deal 3 (1d6) psychic damage to itself to reroll it.

Actions

Multiattack. The Master Brain makes two attacks with its Brain Claws.

Brain Claws. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 17 (3d8+4) bludgeoning damage plus 9 (2d8) psychic damage.

Mind-Crushing Wave (Recharge 5-6). Each creature within 30 feet of the Master Brain must make a DC 19 Intelligence saving throw, taking 36 (8d8) psychic damage and becoming frightened until the end of its next turn on a failure, or half as much damage with no fright on a success.

5e-compatible stat block · this monster also appears in the adventure PDF

The Story

Beneath the streets there is no sound, only whispering in a tongue that is not yours. The sewers lead to a cavern where the walls breathe and think, warm and damp as the inside of a skull. Night after night the mind-reavers, pale figures with tentacles where a mouth should be, creep through the cellars of the city to harvest the dreams of the sleepers.

The people above scarcely notice: first they forget a name, then a face, then their own children. Every morning someone fails to wake. The reavers carry their plunder down into the depths, for at the heart of the colony something floats that hungers for more than they could ever bring, and it grows with every stolen dream.

You push into the veins of the colony, cut paralyzed victims free from the brood chambers, ward off the psychic assaults that would erase your own memories, and search for the nerve-cord that binds the colony to the whole sleeping city. Along the way you discover what ancient betrayal once drove the reavers into this darkness.

At the heart of the cavern waits the Mastermind: an aberration as large as a house, floating in a pool of cerebral fluid, thinking with the stolen dreams of half a city and speaking with a thousand pilfered voices at once. It turns your own thoughts against you. Will you break the Mastermind's grip and crush the colony before daybreak, or will your minds be the last dream it harvests?

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The fifth edition (5e). It is compatible with the common 5e rules and includes stat blocks and encounters.

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This work includes material from the System Reference Document 5.1 by Wizards of the Coast LLC, licensed under CC-BY 4.0. All story, characters and artwork are 100% original. DM Shots is an independent publisher, not affiliated with Wizards of the Coast. More about our license & 5e compatibility.