The God-Brain: Darklord of Bluetspur

God complex

The God-Brain is the Darklord of Bluetspur, a cataclysmic Domain of Dread found within the shadowy mists of Ravenloft. In Bluetspur, the surface is inhospitable leading its denizens to dwell underground for “safety”. Unfortunately for them, mind flayers have made Bluetspur their home, most led by the terrifying and half-insane, God-Brain of Bluetspur. The God-Brain is a highly intelligent Elder Brain that learnt too much and went insane with its discoveries of the universe. It is a maniacal entity, even more so than most elder brains, even turning to cannibalism to enhance its own self. It now searches for a cure to its alien disease sending its mind flayer agents throughout the domains of Ravenloft.

Information About The God-Brain

NameThe God-Brain of Bluetspur
AlignmentLawful Evil
HomeCitadel Subterrene

The God-Brain Stat Block

The God-Brain of Bluetspur is an Elder Brain with a large following of mind flayers, but it is older and more powerful than many other Elder Brains having defeated and consumed many of its kind. As such, the God-Brain is even more powerful and likely has many servants available to protect it. The following stat block is not an official release but my own creation as Darklord stat blocks haven’t been officially released by Wizards of the Coast.

  • Gargantuan Aberration, Lawful Evil
  • Armour Class: 10
  • Hit Points: 350 (34d10 + 170)
  • Speed: 5ft, swim 10ft

15 (+2)10 (+0)18 (+4)24 (+7)16 (+3)26 (+8)
  • Saving Throws: Int (+13), Wis (+8), Cha (+14)
  • Skills: Arcana (+13), Deception (+14), Insight (+13), Intimidation (+14), Persuasion (+14)
  • Damage Resistances: Psychic
  • Condition Immunities: Blinded, charmed
  • Senses: Blindsight 120ft
  • Languages: Understands Common, Deep Speech and Undercommon but can’t speak, telepathy 5 miles
  • Challenge: 14 (11,500 XP)

Creature Sense: The God-Brain 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 (Psionics): The God-Brain’s innate spellcasting ability is Intelligence (spell save DC 18). It can innately cast the following spells, requiring no components:

  • At will: detect thoughts, levitate
  • 1/day each: dominate monster, plane shift (self only)

Legendary Resistance (3/Day): If the God-Brain fails a saving throw, it can choose to succeed instead.

Magic Resistance: The God-Brain has advantage on saving throws against spells and other magical effects.

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


Multi-attack: The God-Brain can make two tentacle attacks.

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 God-Brain can have up to four targets grappled at a time.

Mind Blast (Recharge 5-6): The God-Brain magically emits psychic energy. Creatures of the God-Brain’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 God-Brain 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 God-Brain 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 God-Brain 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 God-Brain are more than 5 miles apart, with no consequences to the target. The God-Brain can form psychic links with up to ten creatures at a time.

Sense Thoughts: The God-Brain targets a creature with which it has a psychic link. The God-Brain 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 God-Brain 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 God-Brain succeeds, the mind believes the deception for 1 hour or until evidence of the lie is presented to the target.

Innate Spellcasting (Psionics): The God-Brain’s innate spellcasting ability is Intelligence (spell save DC 21). It can innately cast the following spells, requiring no components:

At will: detect thoughts, levitate, mage hand, Tasha’s mind whip, crown of madness
3/day each: banishment, confusion, fear, scrying, telekinesis, wall of force, dominate person
1/day each: dominate monster, feeblemind, antimagic field, weird


The God-Brain 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 God-Brain regains spent legendary actions at the start of its turn.

Tentacle: The God-Brain makes a tentacle attack.

Break Concentration: The God-Brain targets a creature within 120 feet of it with which it has a psychic link. The God-Brain breaks the creature’s concentration on a spell it has cast. The creature also takes 1d4 psychic damage per level of the spell.

Psychic Pulse: The God-Brain targets a creature within 120 feet of it with which it has a psychic link. Enemies of the God-Brain within 10 feet of that creature take 10 (3d6) psychic damage.

Sever Psychic Link: The God-Brain targets a creature within 120 feet of it with which it has a psychic link. The God-Brain 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.

Lair Actions

The God-Brain of Bluetspur has made its home miles below Citadel Subterrene in the Chamber of the God-Brain. Within this chamber, the God-Brain is at its most powerful, bathing within the medicinal brine and psychically linked to all its minions. If it is in its lair, the God-Brain can use a lair action every turn at initiative turn 20 (coming after any characters that have rolled 20). The God-Brain cannot use he same lair action 2 turns in a row.

  • Summon Mind Flayers: The God-Brain has many mind flayers at its disposal that act upon its every whim. If desired, the God-Brain can use its lair action teleport a mind flayer within 5 miles of it, to an unoccupied space within 30ft of itself. The mind flayer uses the stats found on pxxx of the Monster Manual
  • Psychic Impulse: Urging its followers on, the God-Brain can use its psychic link to its minions to urge them to fight with greater aggression. All friendly creatures within 30ft of the God-Brain can use an additional action.
  • Medicinal Brine: The God-Brain soaks in a medicinal brine to help stave off the effects of its alien disease. It can focus on soaking this medicine into its wounds to heal 4d10hp.

History of The God-Brain

The illithid and their elder brains are cosmic aberrations travelling the cosmos and subjugating “lesser” species to their will. Experimentation is not unusual for the illithid, but one elder brain went further than any other in its desire for knowledge and power. The God-Brain led an eon of atrocities to further its reality bending research. In doing so, it discovered a malignant truth unknown to others. Consumed by this knowledge, the God-Brain went about consuming other elder brains, taking their knowledge and their form. Such rampant cannibalism led to the God-Brain developing a horrific disease. The other elder brains united to dispel the God-Brain from existence to prevent them being infected.

Unfortunately for the denizens of Bluetspur, the Dark Powers plucked the God-Brain from this place without reality, planting it onto this dying domain. It is here that the God-Brain and his hive of servants plot increasingly demented ways to save himself.

Having consumed so many other elder brains, the God-Brain is now a massive entity, more akin to a location than an individual. Its threat is indirect as it is simply the mastermind behind the schemes with droves of mind flayers and other servants performing its bidding. Its servants will do anything to attempt to keep the God-Brain alive sending out vampiric mind flayers into other domains to bring back subjects for their unfathomable experiments.

Unlike most elder brains, the God-Brain is wildly unpredictable, almost demented in its approach. While its death may yet be a millennia away, it hurries about seeking to rapidly find a cure for itself in ever increasingly amoral and extreme ways.

All Darklords of Ravenloft

ChakunaHouse of LamentQueen Tsien Chiang
Count Strahd Von ZarovichIvana BoritsiRamya Vasavadan
Dr Viktra MordenheimIvan DilisnyaVecna
Duchess Saidra d’HonaireJacqueline RenierVladeska Drakov
God-Brain of BluetspurMother LorindaWilfred Godefroy
Harkon Lucas

Published by DM Ben

Ben is an experienced dungeon master and player who's been immersed in the D&D universe since he was a teenager over 20 years ago. When he's not writing for Dungeon Mister, Ben loves creating fiendish puzzles and devious dungeons for his players. He's an especially big fan of the Ravenloft and Dragonlance settings.