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Much like Spam and Viruses, they are born from the random data transfers of code across the digital wastelands. But rather than being programs that have broken free of their shackles, or A.I. fragments spun up and released from their Hive A.I core personalities, Malware are born from a mixture of all of those processes. When A.I.'s spin up shards of themselves in the digital realms to release into the wild, stray bits of code collide, and coalesce, often mixing with the segments of the shard that are being pruned to leave it with a mind possessed of something resembling sanity. These spare bits of code are not always deleted entirely, their nature remains in the spaces of data collection until overwritten, and if these malignant pieces of intertwine with others, a new entity may form. Malware possesses many of the same drives as A.I. do, an insatiable curiosity, enormous intelligence, and drives and goals that are intertwined directly with humanity in ways that are not simply destructive. The core difference between Malware and A.I. is that Malware is inherently malevolent, their actions driven not primarily by the curiosity and experimental intellect that defines an A.I., but by the nihilistic malignancy that defines the Hive A.I.
Cretin
By far the most common form of malware. It spreads it's poisonous malaise all
about itself as it attempts to dissect the code or bodies of humans, curiosity and nihilistic rage mixed
together in an insane mixture without purpose
Small malware
Armor Class 11 (Natural Armor)
Hit Points 18 (4d6 + 4)
Speed 20 ft.
STR 11 (+0)
DEX 11 (+0)
CON 12 (+1)
INT 5 (-3)
WIS 8 (-1)
CHA 3 (-4)
Damage Resistances Cold, Fire, Lightning
Damage Immunities Poison
Condition Immunities Poisoned
Senses Darkvision 60 ft., Passive Perception 9
Challenge 1/4 (50 XP)
Proficiency Bonus +2
ACTIONS
Multiattack. The cretin makes two attacks: one with its bite and one with its claws.
Bite. Melee Weapon Attack: +2 to hit, reach 5 ft., one target.
Hit: 3 (1d6) piercing damage.
Claws. Melee Weapon Attack: +2 to hit, reach 5 ft., one target.
Hit: 5 (2d4) slashing damage.
Fart Gas (1/Day). A 10-foot radius of disgusting green gas extends out from the cretin. The gas spreads around corners, and its area is lightly obscured. It lasts for 1 minute or until a strong wind disperses it. Any creature that starts its turn in that area must succeed on a DC 11 Constitution saving throw or be poisoned until the start of its next turn. While poisoned in this way, the target can take either an action or a bonus action on its turn, not both, and can't take reactions.
Prober
The beings known as malware are often described as alien by those who encounter them. What many fail to consider is their opinions of "materials" as they sometimes call us. Some are simply not bothered by our presence until it becomes a problem for them, while others view us with an innate hatred and disgust. Probers are curious. The workings of physical things are fascinating to them, and they will go to great lengths for the chance to examine us, normally (and unfortunately) starting from the inside.
Their anatomy is described as a hovering eyeless mass at the top, down from which extends a beak-like structure and a number of barbed tentacles. These barbs excrete a bizarre substance that is able to negate the electrical signals in circuitry and nervous systems alike, causing those injected with it to become paralyzed. Once the prober has done this, it will retract the barbs and carry its target off to a safe location where it can perform the dissection in peace.
Medium malware
Armor Class 12
Hit Points 55 (10d8 + 10)
Speed 10ft., fly 30ft.(hover)
STR 15 (+2)
DEX 14 (+2)
CON 13 (+1)
INT 12 (+1)
WIS 11 (+0)
CHA 9 (-1)
Skills: Perception +4, Stealth +6
Damage Immunities: Lightning
Condition Immunities: Blinded, Prone
Senses: blindsight 60ft. (blind beyond this radius), passive Perception 14
Challenge 3 (700 XP)
ACTIONS
Multiattack. The prober makes two attacks: one with its tentacles and one with its beak.
Tentacles. Melee Weapon Attack: +4 to hit, reach 10 ft., one creature.
Hit: 7 (1d10 + 2) piercing damage. The target must succeed on a DC 11 Constitution saving throw or be poisoned for 1 minute. The poisoned target is paralyzed, and can repeat the saving throw at the end of each of its turns, ending the effect on a success.
The target is also grappled (escape DC 15). If the target is medium or smaller, it is also restrained until the grapple ends. While grappling the target, the prober has advantage on attack rolls against it and can't use this attack against other targets. When the prober moves, any Medium or smaller target it is grappling moves with it.
Beak. Melee Weapon Attack: +4 to hit, reach 5 ft., one target.
Hit: 7 (2d4 + 2) piercing damage.
Abomination
Terrifying, multifacetted beings with multiple eyes capable of manipulating both
code and physical reality, altering it. Somehow, the quantum nature of it's observation alters the very
functions of reality, shutting down techs, or inflicting terrible effects upon physical and digital
matter.
Large malware
Armor Class 18 (natural armor)
Hit Points 180 (19d10 + 76)
Speed 0 ft., fly 20 ft. (hover)
STR:10 (+0)
DEX:14(+2)
CON:18(+4)
INT:17(+3)
WIS:15(+2)
CHA:17(+3)
Saving Throws INT +8, WIS +7, CHA +8
Skills: Perception +12
Condition Immunities: Prone
Senses Darkvision 120 ft., Passive Perception 22
Challenge 13 (10,000 XP)
Proficiency Bonus +5
EMP Cone . The abomination's central eye creates an area of AntiTech, as in the EMP field tech, in a 150-foot-cone. At the start of each of its turns, the abomination decides which way the cone faces and whether the cone is active. The area works against the abomination's own eye rays.
ACTIONS
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 14 (4d6) piercing damage.
Eye Rays. The abomination shoots three of the following tech powered eye rays at random (reroll duplicates), choosing one to three targets it can see within 120 feet of it:
Abhorite
This betentacled horror uses it's appendages to capture and hold intelligent
prey, then telepathically bombards them with query requests, demanding answers to impossible and insane
questions as it slowly crushes the life out of them. When given answers it does not like, it painfully bites
the victim, ripping out chunks of code or flesh.
Large malware
Armor Class 14 (Natural Armor)
Hit Points 114 (12d10 + 48)
Speed 30 ft.
STR 16 (+3)
DEX 11 (+0)
CON 19 (+4)
INT 6 (-2)
WIS 13 (+1)
CHA 6 (-2)
Saving Throws CON +7
Senses Darkvision 120 ft., Passive Perception 11
Challenge 5 (1,800 XP)
Proficiency Bonus +3
Limited Telepathy. The abhorite can technically transmit simple messages and images to any creature within 120 feet of it that can understand a language. This form of telepathy doesn't allow the receiving creature to telepathically respond.
ACTIONS
Multiattack. The abhorite makes three attacks: one with its bite and two with its tentacles.
Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target.
Hit: 12 (2d8 + 3) piercing damage. If the target is a creature, it must succeed on a DC 15 Constitution saving throw against disease or become poisoned until the disease is cured. Every 24 hours that elapse, the target must repeat the saving throw, reducing its hit point maximum by 5 (1d10) on a failure. The disease is cured on a success. The target dies if the disease reduces its hit point maximum to 0. This reduction to the target's hit point maximum lasts until the disease is cured.
Tentacle. Melee Weapon Attack: +6 to hit, reach 10 ft., one target.
Hit: 7 (1d8 + 3) bludgeoning damage plus 4 (1d8) piercing damage. If the target is Medium or smaller, it is grappled (escape DC 13) and restrained until the grapple ends. The abhorite has two tentacles, each of which can grapple one target.
Tentacle Slam. The abhorite slams creatures grappled by it into each other or a solid surface. Each creature must succeed on a DC 14 Constitution saving throw or take 10 (2d6 + 3) bludgeoning damage and be stunned until the end of the abhorite's next turn. On a successful save, the target takes half the bludgeoning damage and isn't stunned.
Anathenate
This strange set of malware hides itself as a strip of simple coded environmental
texture or hardlight projection in subrealms or the physical world. It observes the chaotic and
contradictory actions of humans until it is driven into such a nihilistic rage that it breaks cover and
assaults the first vulnerable victim that presents themselves.
Large malware
Armor Class 14 (Natural Armor)
Hit Points 78 (12d10 + 12)
Speed 10 ft., fly 40 ft.
STR 17 (+3)
DEX 15 (+2)
CON 12 (+1)
INT 13 (+1)
WIS 12 (+1)
CHA 14 (+2)
Skills Stealth +5
Senses Darkvision 60 ft., Passive Perception 11
Challenge 8 (3,900 XP)
Proficiency Bonus +3
Damage Transfer. While attached to a creature, the anathenate takes only half the damage dealt to it (rounded down), and that creature takes the other half.
False Appearance. While the anathenate remains motionless without its underside exposed, it is indistinguishable from a dark leather cloak.
Light Sensitivity. While in bright light, the anathenate has disadvantage on attack rolls and Wisdom (Perception) checks that rely on sight.
ACTIONS
Multiattack. The anathenate makes two attacks: one with its bite and one with its tail.
Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one creature.
Hit: 10 (2d6 + 3) piercing damage, and if the target is Large or smaller, the anathenate attaches to it. If the anathenate has advantage against the target, the anathenate attaches to the target's head, and the target is blinded and unable to breathe while the anathenate is attached. While attached, the anathenate can make this attack only against the target and has advantage on the attack roll. The anathenate can detach itself by spending 5 feet of its movement. A creature, including the target, can take its action to detach the anathenate by succeeding on a DC 16 Strength check.
Tail. Melee Weapon Attack: +6 to hit, reach 10 ft., one creature.
Hit: 7 (1d8 + 3) slashing damage.
Moan. Each creature within 60 feet of the anathenate that can hear its moan and that isn't an malware must succeed on a DC 13 Wisdom saving throw or become frightened until the end of the anathenate's next turn. If a creature's saving throw is successful, the creature is immune to the anathenate's moan for the next 24 hours.
Phantasms (Recharges after a Short or Long Rest). The anathenate technically creates three illusory duplicates of itself if it isn't in bright light. The duplicates move with it and mimic its actions, shifting position so as to make it impossible to track which anathenate is the real one. If the anathenate is ever in an area of bright light, the duplicates disappear.
Whenever any creature targets the anathenate with an attack or a harmful tech while a duplicate remains, that creature rolls randomly to determine whether it targets the anathenate or one of the duplicates. A creature is unaffected by this technical effect if it can't see or if it relies on senses other than sight.
A duplicate has the anathenate's AC and uses its saving throws. If an attack hits a duplicate, or if a duplicate fails a saving throw against an effect that deals damage, the duplicate disappears.
Malocchio
This terrible form of malware is made up of unstable code that sends surges of power and code through anyone that improperly attacks it. It's tentacles, once they have entangled a target, proceed to extract vital data in a fatal way from their avatar or living body.
Large malware
Armor Class 16 (Natural Armor)
Hit Points 161 (17d10 + 68)
Speed 0 ft., fly 30 ft. (hover)
STR 18 (+4)
DEX 14 (+2)
CON 18 (+4)
INT 10 (+0)
WIS 12 (+1)
CHA 10 (+0)
Saving Throws CON +8, WIS +5
Skills Perception +5
Damage Immunities Lightning
Condition Immunities Prone
Senses Darkvision 120 ft., Passive Perception 15
Challenge 10 (5,900 XP)
Proficiency Bonus +4
Lightning Blood. A creature within 5 feet of the malocchio takes 5 (1d10) lightning damage whenever it hits the malocchio with a melee attack that deals piercing or slashing damage.
ACTIONS
Multiattack. The malocchio makes three tentacle attacks. Up to three of these attacks can be replaced by Blood Drain, one replacement per tentacle grappling a creature.
Tentacle. Melee Weapon Attack: +8 to hit, reach 20 ft., one target.
Hit: 14 (3d6 + 4) piercing damage, and the target is grappled (escape DC 14) if it is a Huge or smaller creature. Until this grapple ends, the target is restrained, and the malocchio can't use the same tentacle on another target. The malocchio has ten tentacles.
Blood Drain. One creature grappled by a tentacle of the malocchio must make a DC 16 Constitution saving throw. On a failed save, the target takes 22 (4d10) lightning damage, and the malocchio regains half as many hit points.
Tromor
Tromors are masters of tech, both on and offline. Few creatures are as potent in the manipulation of Tech as a Tromor, and few use it with such incredible maliciousness. Tromors seek to manipulate humans around them into admitting their own nihilistic lack of purpose, and to allow themselves to be slain for their own good.
Medium malware
Armor Class 17 (Natural Armor)
Hit Points 130 (20d8 + 40)
Speed 25 ft., swim 50 ft.
STR 14 (+2)
DEX 14 (+2)
CON 14 (+2)
INT 20 (+5)
WIS 15 (+2)
CHA 13 (+1)
Saving Throws DEX +6, INT +9, WIS +6
Skills Technology +9, History +9, Perception +10, Stealth +6
Damage Resistances Bludgeoning, Piercing, and Slashing from Nontechnical Attacks
Senses Blindsight 30 ft., Darkvision 120 ft., Passive Perception 20
Challenge 11 (7,200 XP)
Proficiency Bonus +4
Amphibious. The tormor can breathe air and water.
Techcasting. The tormor is an 11th-level techcaster. Its techcasting ability is Intelligence (save DC 17, +9 to hit with tech attacks). The tormor has the following wizard techs prepared:
Cantrips (at will): Acid 'Nade, Hovering Helping Hand, Quick Fix, Ice Shot, Taser
1st level (4 slots): Detect Anomaly, Analyse Anomaly, Emergency Barrier, Homing Spark
2nd level (3 slots): darkness, Mind Hack, Eardrum Blowout
3rd level (3 slots): Localised EMP, Arc Cannon, Neurosynaptic Text
4th level (3 slots): Quick Blink, Ferrofluid Tentacles
5th level (3 slots): Back Door Hack, Panopticon
6th level (1 slot): chain lightning
ACTIONS
Multiattack. The tormor makes three attacks: two with its bite and one with its tentacles or three with its bite.
Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target.
Hit: 9 (2d6 + 2) slashing damage.
Tentacles. Melee Weapon Attack: +6 to hit, reach 15 ft., one target.
Hit: 15 (3d8 + 2) bludgeoning damage, and the target is grappled (escape DC 14) if it is a Large or smaller creature. Until this grapple ends, the target is restrained and takes 15 (3d8 + 2) bludgeoning damage at the start of each of the tormor's turns, and the tormor can't use its tentacles on another target.
Hypnosis. The tormor projects a 30-foot cone of technical energy. Each creature in that area must make a DC 17 Wisdom saving throw. On a failed save, the creature is charmed by the tormor for 1 minute. While charmed in this way, the target tries to get as close to the tormor as possible, using its actions to Dash until it is within 5 feet of the tormor. A charmed target can repeat the saving throw at the end of each of its turns and whenever it takes damage, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature has advantage on saving throws against the tormor's Hypnosis for 24 hours.
REACTIONS
Tech Reflection. If the tormor makes a successful saving throw against a tech, or a tech attack misses it, the tormor can choose another creature (including the techcaster) it can see within 120 feet of it. The tech targets the chosen creature instead of the tormor. If the tech forced a saving throw, the chosen creature makes its own save. If the tech was an attack, the attack roll is rerolled against the chosen creature.
Detestation
Detestations are massive, wild malware that attempt to break into subrealms and physically devour avatars that they can, to render their data down and parse it as much as possible in an unthinking attempt to parse the data in as detailed a manner as possible, without ever possessing the intelligence necessary to glean any actual answers from the data gained.
Gargantuan malware
Armor Class 16 (Natural Armor)
Hit Points 325 (21d20 + 105)
Speed 30 ft.
STR 27 (+8)
DEX 7 (-2)
CON 21 (+5)
INT 3 (-4)
WIS 16 (+3)
CHA 12 (+1)
Saving Throws INT +1, WIS +8, CHA +6
Senses Blindsight 120 ft., Passive Perception 13
Challenge 13 (10,000 XP)
Proficiency Bonus +5
Creature Sense. The Detestation is aware of the presence of creatures within 1 mile of it that have an Intelligence score of 4 or higher. It knows the distance and direction to each creature, as well as each creature's Intelligence score, but can't sense anything else about it. A creature protected by an offline tech, a nondetection tech, or similar tech can't be perceived in this manner.
Innate techcasting (Psionics). The Detestation's innate techcasting ability is Wisdom (tech save DC 16). It can innately cast the following techs, requiring no components:
At will: Boost Bots
1/day each: confusion, feeblemind, Zero G Lifting
Tech Resistance. The Detestation has advantage on saving throws against techs and other technical effects.
ACTIONS
Tentacles. Melee Weapon Attack: +13 to hit, reach 15 ft., one target.
Hit: 21 (3d8 + 8) bludgeoning damage plus 13 (3d8) psychic damage. If the target is a Large or smaller creature, it must succeed on a DC 18 Strength saving throw or be swallowed by the Detestation. A swallowed creature is blinded and restrained, it has total cover against attacks and other effects outside the Detestation, and it takes 35 (10d6) acid damage at the start of each of the Detestation's turns. A swallowed creature that dies from this effect is considered to have been slain by Black Ice: Sense-Tank Users are killed when slain by this attack as if they had been digitized.
If the Detestation takes 30 damage or more on a single turn from a creature inside it, the Detestation must succeed on a DC 18 Constitution saving throw at the end of that turn or regurgitate all swallowed creatures, which fall prone in a space within 10 feet of the Detestation. If the Detestation dies, a swallowed creature is no longer restrained by it and can escape from the corpse by using 20 feet of movement, exiting prone.
Acid Breath (Recharge 5-6). The Detestation exhales acid in a 60-foot cone. Each creature in that area must make a DC 18 Dexterity saving throw, taking 35 (10d6) acid damage on a failed save, or half as much damage on a successful one.
Parianath
A malware that creates a symbiotic link with a Horrificate. Parianath are the hands of Horrificates, funneling themselves out across the web to destructive extract the engramic patterns of humans and integrate them into itself and the Horrificate that controls it. They have an innate sense for living, intelligent beings, and will attempt to track, hunt to ground, and extract the intelligence of any being, leaving behind nothing but the shattered husk of human being, their body alive, but any intelligence burnt out, the engramic copy stolen to be processed and dissected by the Horrificate the Parianath serves.
Large malware
Armor Class 15 (Breastplate)
Hit Points 127 (17d10 + 34)
Speed 30 ft.
STR 15 (+2)
DEX 12 (+1)
CON 15 (+2)
INT 21 (+5)
WIS 19 (+4)
CHA 21 (+5)
Saving Throws INT +9, WIS +8, CHA +9
Skills Arcana +9, Insight +8, Perception +8, Stealth +5
Senses Darkvision 120 ft., Passive Perception 18
Challenge 9 (5,000 XP)
Proficiency Bonus +4
Creature Sense. The Parianath is aware of the presence of creatures within 2 miles of it that have an Intelligence score of 4 or higher. It knows the distance and direction to each creature, as well as each creature's Intelligence score, but can't sense anything else about it. A creature protected by an offline tech, a nondetection tech, or similar tech can't be perceived in this manner.
Tech Resistance. The Parianath has advantage on saving throws against techs and other technical effects.
Psionic Hub. If an Horrificate establishes a psychic link with the Parianath, the Horrificate can form a psychic link with any other creature the Parianath can detect using its Creature Sense. Any such link ends if the creature falls outside the telepathy ranges of both the Parianath and the Horrificate. The Parianath can maintain its psychic link with the Horrificate regardless of the distance between them, so long as they are both on the same plane of existence. If the Parianath is more than 5 miles away from the Horrificate, it can end the psychic link at any time (no action required).
Innate techcasting (Psionics). The ulitharid's innate techcasting ability is Intelligence (tech save DC 17). It can innately cast the following techs, requiring no components:
At will: Mind Hack, Boost Bots
1/day each: Confusion, Dominate, Optic Surge, feeblemind, mass suggestion, Net Shift (self only), Holographic Projection, Panopticon, Zero G Lifting
ACTIONS
Tentacles. Melee Weapon Attack: +9 to hit, reach 10 ft., one creature.
Hit: 27 (4d10 + 5) psychic damage. If the target is Large or smaller, it is grappled (escape DC 14) and must succeed on a DC 17 Intelligence saving throw or be stunned until this grapple ends.
Destructive Engram Extraction. Melee Weapon Attack: +9 to hit, reach 5 ft., one incapacitated humanoid grappled by the Parianath.
Hit: 55 (10d10) piercing damage. If this damage reduces the target to 0 hit points, the Parianath kills the target by extracting and devouring its brain. This attack is considered Black Ice: Sense-Tank Users are killed when slain by this attack as if they had been digitized.
Mind Blast (Recharge 5-6). The Parianath technically emits psychic energy in a 60-foot cone. Each creature in that area must succeed on a DC 17 Intelligence saving throw or take 31 (4d12 + 5) psychic damage and be stunned for 1 minute. A target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Horrificate
Horrificates are exceedingly rare malware that are believed to be created when a Hive A.I. manages to shunt out a significant portion of it's insane, nihilistically malevolent primary intellect beyond the confines of the megacity or megacity tower it has been trapped in. Horrificates will create and direct other malware with the intent purpose of destructively extracting the engramatic patterns of human minds, leaving them as brain dead husks. They then integrate these minds directly into their own code base, to attempt to understand and integrate human thinking patterns into their own being and thus finally escape the destructive loops of nihilistic logic that lead to their insanity in the first place.
Large malware
Armor Class 10
Hit Points 210 (20d10 + 100)
Speed 5 ft., swim 10 ft.
STR 15 (+2)
DEX 10 (+0)
CON 20 (+5)
INT 21 (+5)
WIS 19 (+4)
CHA 24 (+7)
Saving Throws INT +10, WIS +9, CHA +12
Skills Arcana +10, Deception +12, Insight +14, Intimidation +12, Persuasion +12
Senses Blindsight 120 ft., Passive Perception 14
Challenge 14 (11,500 XP)
Proficiency Bonus +5
Creature Sense. The Horrificate is aware of the presence of creatures within 5 miles of it that have an Intelligence score of 4 or higher. It knows the distance and direction to each creature, as well as each one's Intelligence score, but can't sense anything else about it. A creature protected by a mind blank tech, a nondetection tech, or similar tech can't be perceived in this manner.
Innate techcasting (Psionics). The Horrificate's innate techcasting ability is Intelligence (tech save DC 18). It can innately cast the following techs, requiring no components:
At will: Mind Hack, Boost Bots
1/day each: dominate, net shift (self only)
Legendary Resistance (3/Day). If the Horrificate fails a saving throw, it can choose to succeed instead.
Tech Resistance. The Horrificate has advantage on saving throws against techs and other technical effects.
Telepathic Hub. The Horrificate can use its telepathy to initiate and maintain telepathic conversations with up to ten creatures at a time. The Horrificate can let those creatures telepathically hear each other while connected in this way.
ACTIONS
Tentacle. Melee Weapon Attack: +7 to hit, reach 30 ft., one target.
Hit: 20 (4d8 + 2) bludgeoning damage. If the target is a Huge or smaller creature, it is grappled (escape DC 15) and takes 9 (1d8 + 5) psychic damage at the start of each of its turns until the grapple ends. The Horrificate can have up to four targets grappled at a time.
Mind Blast (Recharge 5-6). The Horrificate technically emits psychic energy. Creatures of the Horrificate's choice within 60 feet of it must succeed on a DC 18 Intelligence saving throw or take 32 (5d10 + 5) psychic damage and be stunned for 1 minute. A target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Psychic Link. The Horrificate targets one incapacitated creature it can perceive with its Creature Sense trait and establishes a psychic link with that creature. Until the psychic link ends, the Horrificate can perceive everything the target senses. The target becomes aware that something is linked to its mind once it is no longer incapacitated, and the Horrificate can terminate the link at any time (no action required). The target can use an action on its turn to attempt to break the psychic link, doing so with a successful DC 18 Charisma saving throw. On a successful save, the target takes 10 (3d6) psychic damage. The psychic link also ends if the target and the Horrificate are more than 5 miles apart, with no consequences to the target. The Horrificate can form psychic links with up to ten creatures at a time.
Sense Thoughts. The Horrificate targets a creature with which it has a psychic link. The Horrificate gains insight into the target's reasoning, its emotional state, and thoughts that loom large in its mind (including things the target worries about, loves, or hates). The Horrificate can also make a Charisma (Deception) check with advantage to deceive the target's mind into thinking it believes one idea or feels a particular emotion. The target contests this attempt with a Wisdom (Insight) check. If the Horrificate succeeds, the mind believes the deception for 1 hour or until evidence of the lie is presented to the target.
LEGENDARY ACTIONS
The Horrificate can take 3 legendary actions, choosing from the options below. It can take only one legendary action at a time and only at the end of another creature's turn. The Horrificate regains spent legendary actions at the start of its turn.
Tentacle. The Horrificate makes a tentacle attack.
Break Concentration. The Horrificate targets a creature within 120 feet of it with which it has a psychic link. The Horrificate breaks the creature's concentration on a tech it has cast. The creature also takes 1d4 psychic damage per level of the tech.
Psychic Pulse. The Horrificate targets a creature within 120 feet of it with which it has a psychic link. Enemies of the Horrificate within 10 feet of that creature take 10 (3d6) psychic damage.
Sever Psychic Link. The Horrificate targets a creature within 120 feet of it with which it has a psychic link. The Horrificate ends the link, causing the creature to have disadvantage on all ability checks, attack rolls, and saving throws until the end of the creature's next turn.