Gravemind (5e Halo Setting)
Gravemind[edit]
Gargantuan undead, chaotic evil Armor Class 5
Saving Throws Con +16, Int +13 Living Fortress Creatures that are Huge or smaller can occupy the Gravemind's space and move through it as they would with any kind of movement penalty. Regeneration. The Gravemind regains 20 hit points at the start of its turn. If the Gravemind takes radiant or fire damage, this trait doesn't function at the start of the Gravemind's next turn. ACTIONSMultiattack: The Gravemind makes four Tentacle attacks Tentacle. Ranged Weapon Attack: +16 to hit, range 120 ft., one target. Hit: 34 (4d8 + 10) bludgeoning damage. If the target is Huge or smaller, it is grappled (escape DC 24) and takes 4 (1d8) bludgeoning damage at the start of each of its turns until the grapple ends. The Gravemind can have up to 10 creatures grappled in this way. Logic Plague. One creature that is a construct within the Gravemind's space must attempt a DC 24 Intelligence saving throw. On a failure, they are charmed and frightened by the Gravemind until it is no longer within its space. Spore Generation (Recharge 3-6). The Gravemind creates a flood infection form anywhere within its space. Pure Form Generation (Recharge 6). The Gravemind creates a flood pure form anywhere within its space.
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The final stage of a flood infection, the Gravemind is the completed mind of a planetwide infection. While the physical, tentacled form of the Gravemind is often mistaken as the Gravemind itself, a single planet can contain dozens to thousands of these "key minds", forming a lattice through its infection, combat, and pure forms to create a unified planetary brain. With even a single key mind, an infection becomes intelligent enough to commandeer starships to infect other planets, spelling doom for an unprepared galaxy, or even potentially the entire universe. |
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