b'Deepmind \n'b'  Huge   monstrosity ,  lawful evil  \n'b'  Armor Class  16 (natural armor)  Hit Points  266 (28d12 + 84)  Speed  0 ft., swim 20 ft.\n'b' STATS STR: 14 (+2) DEX:  10 (+0)  CON:  16 (+3)  INT:  19 (+4)  WIS:  17 (+3)  CHA:  18 (+4)  \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b'  Saving Throws   Int  +11,  Wis  +8  Skills   Intimidation  +14,  Perception  +13,  Persuasion  +14  Senses  blindsight 120 ft., passive  Perception  23  Languages  Aquan, telepathy 120 feet  Challenge  16 (15,000 XP) \n'b' SPECIAL TRAITS \n'b'\n'b'  Oceanic Domination . A deepmind exercises psychic control over all sea creatures that have an  Intelligence  score of 2 or less within a one-mile radius. Creatures of  Intelligence  3 or higher must make DC 18  Intelligence  saving throws or are also controlled. If actively resisting control, creatures of  Intelligence  3 or higher can make a saving throw at the end of each of their turns to break the control. A creature that succeeds on its saving throw is immune to that deepmind\xe2\x80\x99s control for 24 hours. Controlled creatures obey the deepmind\xe2\x80\x99s commands. The deepmind can also see and hear through its controlled creatures, which allows it to make  Wisdom  ( Perception ) checks through their senses. Controlled creatures also act to defend the deepmind if so commanded. Creatures that are not native to the ocean \xe2\x80\x93 such as humans, elves, or dwarves who are underwater through magical means \xe2\x80\x93 are immune to the deepmind\xe2\x80\x99s control. \n'b'\n'b' ACTIONS \n'b'\n'b'  Multiattack . The deepmind makes six Tentacle attacks. \n'b'  Tentacle .  Melee Weapon Attack : +9 to hit, reach 50 ft., one creature.  Hit : The target is  grappled  (escape DC 15). Until the grapple ends, the target is  restrained  and has disadvantage on  Strength  checks and  Strength  saving throws, and the deepmind can\xe2\x80\x99t use the same tentacle on another target. While  grappled , the target takes 12 (3d6 + 2) bludgeoning damage at the beginning of the deepmind\xe2\x80\x99s turn. \n'b'  Psychic Pulse (recharge 5-6) . The deepmind unleashes a pulse of pure psychic energy over a 50-foot radius centered on itself. Any living creature in the area except those controlled by the deepmind through its Oceanic Domination ability must make a DC 18  Wisdom  saving throw, taking 66 (12d10) psychic damage and being  stunned  until the start of the deepmind\xe2\x80\x99s next turn on a failed save, or half as much damage and not being  stunned  on a successful saving throw. \n'b'\n'b' ABOUT \n'b' The alien jellyfish creatures known as deepminds dwell in the depths of the sea, often in ocean trenches, unaffected by the massive pressures there. Highly hostile and dangerous, deepminds control all of the unintelligent sea life in surrounding regions, using them for defense against intruders and other deepminds. \n'b' The deepmind floats in the cold darkness of the ocean depths, illuminated by a faint bluish glow. Several small tentacles hang from its central mass, while six larger ones ring the body, gleaming with tiny eyespots. They reproduce asexually by budding. Young deepminds have their full powers within a matter of days and strike out instinctively, seeking out new territories to dominate. While they are solitary and extremely hostile creatures, deepminds are highly intelligent and can communicate mentally and in the Aquan language. They are driven by self-interest and the need to survive and accordingly are willing to make deals with other intelligent sea creatures, especially those of evil alignment. Such allies reward a deepmind by keeping outsiders away while using sea creatures dominated by the deepmind for their own purposes.'