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Breadcrumb

Brainstorm

Challenge
str
40
dex
12
con
30
int
16
wis
16
cha
18

AC14

HP 512 (25d20 + 250; bloodied 256)

Speed 0 ft., fly 40 ft. (spacefaring slow)

Initiative Dex +1 (11), Insight +3 (13), Perception +3 (13)


Proficiency +3; Maneuver DC 26

Saving Throws Str +15, Dex +1, Con +10, Int +3, Wis +3, Cha +4

Damage Immunities bludgeoning, piercing, slashing

Condition Immunities charmed , fatigue , grappled , paralyzed , petrified , poisoned , prone , restrained

Senses passive Perception 13

Languages All, telepathy throughout zone


Life Sense. The brainstorm knows the location of all living creatures within its zone and can overhear their speech.

Mind Maze. Visibility inside the cloud is limited to a few thousand feet. When a starship tries to leave the brainstorm’s zone, the pilot must succeed on a DC 18 Intelligence saving throw . On a failure, the ship does not leave the zone.

Scrambled Systems. While in the brainstorm’s zone, a starship is unable to use communications or take sensor readings.


ACTIONS

Multiattack. The brainstorm uses Buffeting Force and Psychic Storm.

Buffeting Force. Each starship in the zone makes a DC 16 Constitution saving throw , taking 70 (2d6 × 10) force damage on a failure or half damage on a success.

Psychic Storm. The brainstorm targets up to three creatures in the zone. Each target makes a DC 18 Charisma saving throw , taking 21 (6d6) psychic damage on a failure or half damage on a success.

Domination. The brainstorm targets a creature within the zone or an adjacent zone. The target makes a DC 15 Wisdom saving throw ; on a failure it is charmed by the brainstorm until the beginning of the anomaly’s next turn. While charmed, the target has a telepathic connection with the brainstorm and follows the brainstorm’s instructions. If a creature makes its saving throw or the effect ends for it, it is immune to Domination for the next 24 hours.


BONUS ACTIONS

Illusory Ship. The brainstorm creates an illusory copy of a starship. The starship appears in the brainstorm’s zone or in an adjacent zone. The brainstorm can move the starship at any speed and even make it appear to fire weapons but not deal damage. The illusion disappears if the brainstorm dismisses it or ends its turn without using a bonus action to maintain it.

Combat

The brainstorm uses Illusory Ship to lure a starship into its zone. Failing that, it uses Domination on an important crewmember such as a pilot or captain in order to cause the starship to enter the zone. Once a starship is in its zone, it uses Psychic Storm to kill the crew, and Buffeting Force as a punishment for actions it doesn’t approve of, such as damaging the anomaly. It trusts in its Mind Maze ability to keep the ship within its zone, but it may also use Domination on a crewmember in order to sabotage the ship. Once bloodied, it may be intimidated or otherwise convinced to allow a ship to escape.


Legends and Lore

With a Nature or Science check, characters can learn the following:

DC 15 There are stories of ghost ships that emerge from energy clouds. Starships that investigate never return.

DC 20 Energy anomalies have been charted that have the ability to create illusions, blast starships with energy, and even take control of members of their crew. These anomalies sometimes guard valuable wreckage.

Description

A brainstorm, scientifically known simply as an ‘energy anomaly’, is a vast, intelligent cloud that feeds on consciousness. It lures sharships inside and slowly consumes the minds of the crew, leaving a derelict hulk behind.

Behavior

1 Without warning, uses Domination to change the ship’s course

2 Wishes to pass itself off as a god; uses Domination to speak to the crew

3 Creates illusion of a ship in distress in order to lure in rescuers

4 Creates illusion of an enemy ship, which retreats into the cloud

Signs

1–2 Wreckage of a starfighter

3–4 Illusory starship that turns and flees

5–6 Wrecked starship fragment, bearing a name that marks it as ancient or antique

Encounters

Brainstorms inhabit uncharted areas of space.

CR 5–10 energy anomaly

Treasure  two randomly selected starfighters costing no more than 1,500 cr each, intact but requiring repair costs equaling half their value

 

Monster Type Description

Monstrosities are magical beings usually native to the Material Plane. Some monstrosities combine the features of beasts and humanoids, like centaurs . Others have bizarre or unnatural appearances, like many-tentacled ropers . Monstrosities could only arise in a world suffused with magic.