b'The Evermind \n'b'  Gargantuan   mythic aberration ,  lawful evil  \n'b'  Armor Class  10 (26 with Psionic Shield)  Hit Points  735 (42d20 + 294)  Speed  5 ft. fly (hover)\n'b' STATS STR: 1 (-5) DEX:  1 (-5)  CON:  25 (+7)  INT:  31 (+10)  WIS:  26 (+8)  CHA:  22 (+6)  \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b'  Saving Throws   Str  +4,  Dex  +4,  Con  +16,  Int  +19,  Wis  +17,  Cha  +15  Skills   Arcana  +28,  History  +28,  Perception  +17,  Religion  +28  Damage Resistances  bludgeoning, piercing, and slashing from non-Epic creatures  Damage Immunities  psychic  Condition Immunities   prone ,  stunned ,  unconscious   Senses  blindsight 500 ft., passive  Perception  27  Languages  telepathy 5 miles  Challenge  Mythic 3 \n'b' SPECIAL TRAITS \n'b'\n'b'  Creature Sense . The Evermind is aware of the presence of creatures with an  Intelligence  score of 4 or higher on the same plane. It knows the distance and direction to each creature, can see what those creatures see, and knows each creature\xe2\x80\x99s  Intelligence  score and name. An Epic creature protected by a  mind blank  or  nondetection  spell or similar magic can\xe2\x80\x99t be perceived in this manner. \n'b'  Innate Spellcasting (Psionics)2 . The Evermind\xe2\x80\x99s innate spellcasting ability is  Intelligence  (spell save DC 27, +19 to hit with spell attacks). It can innately cast the following spells, requiring no components. If the Evermind casts a spell at a level lower than 8th, it is instead cast at 8th level.\n'b'\n'b'\n'b'  At will : charm monster, mental prison, mind spike, synaptic static \n'b'  2/day each :  feeblemind , maddening darkness, psychic scream \n'b'  1/day each3 : enslave, infinity room, kinetic control, wall of dissolution \n'b'\n'b'  Mind Over Matter (1/Turn) . When the evermind fails a saving throw and suffers a harmful effect, it can choose to instead not suffer that effect and become immune to it until the end of its next turn. Each time the evermind uses this feature, it takes 55 (10d10) necrotic damage. \n'b'  Psionic Shield . When the Evermind finishes a long rest, it generates a barrier of psychic energy around itself, which grants the Evermind 700  temporary hit points  which cannot be replaced by another source unless the Evermind allows it. While it has at least 1 temporary hit point from this feature, the Evermind has an AC of 26 and cannot be critically hit. \n'b'  Telepathic Influence . When the Evermind casts a spell using its Innate Spellcasting feature, the range of the spell is equal to the radius of its telepathy. \n'b'\n'b' MYTHIC ACTIONS \n'b' On  initiative  count 20 (losing  initiative  ties), the Evermind takes a mythic action to cause one of the following effects. The Evermind cannot cause the same effect twice in a row. \n'b'\n'b'  Battle of Wits . The Evermind challenges the intellect of creatures of its choice within 500 feet. The Evermind makes an  Intelligence  (no associated skill or tool) ability check against each affected creature, each of which contests the check with an  Intelligence  (no associated skill or tool) ability check of its own. A creature that loses three contests in this manner within a period of 1 hour becomes trapped in its own mind, becoming  blinded , unable to willingly take  actions , and unable to spend movement. Additionally, the Evermind learns everything the creature knows. This effect ends if an affected creature is moved outside of the range of the Evermind\xe2\x80\x99s telepathy. \n'b'  Psychic Delusions . The Evermind afflicts an enemy creature it can see with visions and psychic horror. Affected creatures must succeed on an  Intelligence  saving throw or, until the next  initiative  count of 20, the target sees only what the Evermind allows it to see and is  blinded  toward everything else. Additionally, when the target would take psychic damage, it instead takes another type of non-Epic damage of the Evermind\xe2\x80\x99s choice. \n'b'\n'b' ACTIONS \n'b'\n'b'  Multiattack . The Evermind chooses one of the following options.\n'b'\n'b'\n'b' The Evermind makes four Tentacle attacks. \n'b' The Evermind makes three Tentacle attacks and casts a spell it can cast at will. \n'b' The Evermind casts two spells, one of which must be a spell it can cast at will. \n'b'\n'b'  Doubt Bomb (Recharge 5-6) . The Evermind emits a psionic wave in a 120-foot-radius sphere centered on itself. Each enemy creature in the area must succeed on a DC 27  Wisdom  saving throw or be afflicted with crippling doubt for 1 hour. While afflicted in this manner, when a creature rolls an 11 or higher on an attack roll or saving throw against the Evermind, it instead rolls a 10. At the end of each of its turns an affected creature can repeat the saving throw, ending the effect on itself on a success. \n'b'  Inquisition . The Evermind telepathically asks a creature within range of its telepathy a question, which the creature can immediately answer as honestly and provide as much detail as possible. A creature that attempts to deceive the Evermind or chooses not to answer becomes  stunned  until the end of its next turn.\n'b'\n'b'\n'b'  Tentacle .  Melee Spell Attack : +19 to hit, reach 60 ft. One target.  Hit : 34 (4d12 + 8) bludgeoning damage plus 13 (2d12) psychic damage. If the target is critically hit and is a creature, it must succeed on a DC 27  Wisdom  saving throw or become cursed. While cursed in this manner a creature is vulnerable to psychic damage and has Epic disadvantage on  Intelligence ,  Wisdom , and  Charisma  saving throws. \n'b'\n'b' LEGENDARY ACTIONS \n'b' The Evermind can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature\xe2\x80\x99s turn. The Evermind regains spent legendary actions at the start of its turn. \n'b'\n'b'  Cast A Spell . The Evermind casts a spell it can cast at will. \n'b'  Inquisition . The Evermind uses its Inquisition action. \n'b'  Psionic Focus (Costs 2 Actions) . The Evermind regains the use of an expended non-Epic spell. \n'b'  Tentacle Flail . The Evermind makes a Tentacle  attack . \n'b'\n'b' The Great Library is the largest public library in Nexus, a hexagonal building with a wing for each dimension to which the city has access. Within its cloistered halls is enough knowledge to fill a billion books. All information is welcome at the library. From cookbooks to conspiracy theories, from tomes on psychotropic mushrooms to an anthology of dirty knock-knock jokes. To the average reader most of this knowledge is useless, but with enough persistence one can eventually find what one is looking for. \n'b' The inside of the library is far larger than its exterior, and the entire building is kept in operation by a small army of mechanical librarians. The structure is an architectural marvel, fashioned from a dark red wood with jade columns and lit by pleasant, golden fires. \n'b' Floating above a pool of turquoise liquid is a disgusting, bloated brain that pulsates with psychic power. Though it has no eyes, you cannot mistake the feeling that the creature sees you in more ways than one. Its body is surrounded in a shimmering shield of psionic energy that threatens to repel any attack against its corpulent form. \n'b' Its voice echoes within your mind, a telepathic cacophony of emotion and power that threatens to overpower your senses. \n'b' Mythic Effects \n'b' As a mythic creature, the Evermind causes the following effects. \n'b'\n'b'  False Memories . If the Evermind maintains telepathic contact with a creature for 1 hour, it can inject a false memory into that creature\xe2\x80\x99s mind. When this occurs, the creature must succeed on a DC 27  Wisdom  saving throw or believe the memory to be true. \n'b'  Great Understanding . When the Evermind maintains telepathic contact with a creature for 24 consecutive hours, it gains understanding of the creature\xe2\x80\x99s heart, mind, and soul. The Evermind learns all details about the creature\xe2\x80\x99s alignment, personality, and abilities. Additionally, the Evermind automatically succeeds on  Intelligence  and  Charisma  ability checks against such creatures. \n'b'\n'b' This benefit lasts for 1 hour.'