Network Master Gargantuan construct, lawful neutral Armor Class 10

10 Hit Points 241 (23d20)

241 (23d20) Speed 0 ft., fly 30 ft. (hover) STR DEX CON INT WIS CHA 15 (+2) 10 (+0) 10 (+0) 30 (+10) 19 (+4) 24 (+7) Saving Throws Int +17, Wis +11, Cha +14

Int +17, Wis +11, Cha +14 Skills Arcana +17, History +17, Insight +11, Perception +18, Persuasion +14

Arcana +17, History +17, Insight +11, Perception +18, Persuasion +14 Damage Immunities psychic

psychic Damage Vulnerabilities lightning

lightning Condition Immunities charmed, frightened, prone

charmed, frightened, prone Senses blindsight 120 ft., passive Perception 28

blindsight 120 ft., passive Perception 28 Languages understands Dyson Sphere but can't speak, telepathy 5 miles

understands Dyson Sphere but can't speak, telepathy 5 miles Challenge 24 (62,000 XP)

Creature Sense. The network master 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 spell, a nondetection spell, or similar magic can't be perceived in this manner.

Innate Spellcasting. The network master's innate spellcasting ability is Intelligence (save DC 25). It can innately cast the following spells, requiring no components:

At will: detect thoughts, dominate monster, mind blank, suggestion, telekinesis, true seeing

3/day each: programmed illusion, reverse gravity, power word stun, telepathy

1/day each: feeblemind, foresight, mass suggestion, power word kill, weird

Legendary Resistance (3/Day). If the network master fails a saving throw, it can choose to succeed instead.

Magic Resistance. The network master has advantage on saving throws against spells and other magical effects.

Mastery of Machines. Constructs have disadvantage on saving throws against spells and other effects from the network master.

Telepathic Hub. The network master can use its telepathy to initiate and maintain telepathic conversations with up to ten creatures at a time. The network master can let those creatures telepathically hear each other while connected in this way.

Actions

Code Overwrite. The network master targets a construct it can see within 120 feet of it. The target must make a DC 25 Intelligence saving throw. On a failed save, the target is charmed by the network master for 1 minute. While charmed, the target views the network master as a god and would die to protect it. The target can repeat the saving throw at the end of each of its turns, ending the effect on a success. If the target's saving throw is successful or the effect ends for it, the target is immune to the network master's Code Overwrite for the next 24 hours.

Mind Blast. The network master magically emits psychic energy. Creatures of the network master's choice within 60 feet of it must succeed on a DC 25 Intelligence saving throw or take 65 (10d10 + 10) psychic damage.

Legendary Actions

The network master 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 network master regains spent legendary actions at the start of its turn.

Processor Overclock. The network master casts a spell.

Brute Force Hacking (Costs 2 Actions). The network master uses its Code Overwrite.

Electrical Impulse (Costs 2 Actions). The network master uses its Mind Blast.

Regional Effects

Wherever the network master wanders, its influence is felt by all constructs, machines, and electrical devices. One or more of the following effects takes place: