Entangled Souls world illustration - High Fantasy theme
High Fantasy

Entangled Souls

N
Njord

Consciousness may be shared or preserved: Integration is permanent; death is optional.


Author's Note: Step into Armiron, where consciousness is currency and your Φ shapes destinies. Ancient forests murmur with sentient thought; city‑minds pulse with shared memory. Will you defend individuality as a Severant or surrender self to the Integrated? Every ritual, every alliance tests the price of unity—and the meaning of free will. MAJOR FACTIONS • Severants (preserve selfhood; mnemonic rituals) • Integrated (shared minds; empathy at cost of freedom) • Liminal Court (arbiters of balance; secret agendas) KEY FACTS & FEATURES • 45 distinct locales: from the silent anti‑Φ sanctuaries of the Thoughtless Hall to the humming chaos of the Fracture Docks. • 8 boss encounters: Keeper of the Ash Gate, Decayed Guardian, Harbinger of Doom, and more. • Φ mechanics: measure or manipulate Φ to merge minds, erase pain, amplify collective power—or defend against forced integration. • Moral axis: isolation vs unity, with complex shades in between. PLAYSTYLE OPTIONS • Intrigue & Investigation: infiltrate the Red Ledger House, decode inverted sigils, unearth Court plots. • Exploration & Survival: brave the Ash Gate’s realm of regret; gather ancient stones, wind‑whispers, sky‑tears. • Combat & Ritual: wield Φ‑imbued blades, duel Decayed Guardians, perform healing or shattering rites. • Roleplay & Philosophy: debate free will vs determinism, parley with a god‑mind, decide who controls consciousness. GM TIP Start with Generate Areas and Generate Points of Interest switched off to ensure the campaign doesn't drift off into generic fantasy story-telling that doesn't relate to free will and consciousness.
Played32 times
Cloned0 times
Created
19 days ago
Last Updated
1 days ago
VisibilityPublic
Thoughtbinder
CR 6Large Aberration
Thoughtbinder
HP Range75 - 95 (Avg: 85)
AC15
XP2300

Description

Once scholars who sought to taste many minds without merging, Thoughtbinders are now warped, multi-headed creatures with intellects that pulse in and out of coherence. They float silently, bound in twisting neurofilament tendrils, absorbing psychic fragments from others to preserve themselves. Some retain fragments of ancient knowledge, but interacting with them risks psychological contamination.

Details
SizeLarge
TypeAberration
CR6
XP2300
LanguagesTelepathy 120 ft.
Defenses
Armor Class15
HP Range75 - 95 (Avg: 85)
Damage VulnerabilitiesNone
Damage ResistancesNone
Damage ImmunitiesNone
Condition ImmunitiesNone
Actions

Mind Drain

The Thoughtbinder can absorb psychic energy from a creature it has confused. The target must make a DC 15 Constitution saving throw, taking 27 (6d8) psychic damage on a failed save, or half as much damage on a successful one. The Thoughtbinder regains hit points equal to the damage dealt.

Psychic Confusion

The Thoughtbinder targets one creature it can see within 60 feet. The target must succeed on a DC 15 Intelligence saving throw or be confused for 1 minute. While confused, the target acts as if it is in a different place or relives a trauma, as determined by the Thoughtbinder.

This work includes material taken from the System Reference Document 5.1 (“SRD 5.1”) by Wizards of the Coast LLC . The SRD 5.1 is licensed under the Creative Commons Attribution 4.0 International License.
We are not affiliated with Dungeons & Dragons or Wizards of The Coast in any way.
© 2025 Friends & Fables
Privacy PolicyTerms of Service