```metadata title: Logic description: '' tags: [] systems: [] renderer: V3 theme: 5ePHB ``` ![background image](https://fearandhunger.wiki.gg/images/2/24/Flip_side_background.png){position:absolute,bottom:0,right:0,height:1150%} ![homebrew mug](https://fearandhunger.wiki.gg/images/d/df/Logic1.png) {position:absolute,top:0px,right:140px,width:510px} ::::::::::::::::::::::::::::::::::::::::::::::::::::::: {{monster,frame,wide ## Logic, shell *Gargantuan Construct, Neutral* ___ **Armor Class** :: 23 (Natural Armor) **Hit Points** :: 205 (10d20+100) **Speed** :: 0ft. ___ | STR | DEX | CON | INT | WIS | CHA | |:-----:|:-----:|:-----:|:-----:|:-----:|:-----:| |22 (+6)|10 (0)|30 (+10)|29 (+9)|25 (+7)|27 (+8)| ___ **Saves** :: Str +13, Dex +7, Con +17, Int +16, Wis+ 14, Cha +15 **Skills** :: Perception +14 **Damage Resistances** :: Psychic, Bludgeoning, Piercing, and Slashing from Nonmagical Attacks **Damage Immunities** :: Poison, Lightning, Necrotic **Condition Immunities** :: blinded, charmed, exhaustion, frightened, incapacitated, paralyzed, petrified, poisoned, stunned, Unconcious **Senses** :: truesight 120 ft., darkvision 120 ft., passive Perception 24 **Languages** :: all, telepathy 120 ft. **Challenge** :: 22 (41,000 XP) ___ ***Legendary Resistance (3/day).*** If Logic fails a saving throw, she can choose to succeed instead. : ***Magic Resistance.*** Logic has advantage on saving throws against spells and other magical effects. : ***Heat Tanks.*** Logic has six heat tanks: two on her front, two on her top, and one on her left and right sides. Each tank has total cover, an AC of 21 and 50 hit points. A tank is immune to Poison, Psychic, Lightning, and Necrotic damage, is resistant to fire damage, and it is immune to all conditions. If it is forced to make a saving throw, treat its ability scores as 10 (+0). If Logic finishes a short or long rest, the tanks are fully repaired, any destroyed tanks are rebuilt, and the tanks are retracted into Logic. When a tank is destroyed, the recharge range on *Vent Heat* is reduced by 1 (for example if two tanks are destroyed, the recharge becomes 3-6). If Logic or the tanks take fire damage and vent heat is not charged, Logic may roll to recharge it immediately. : If all of Logic's heat tanks are destroyed, She can not use the *Vent Heat* action, and takes 50 (10d10) fire damage at the start of her turns. : ***Birth of the Machine God.*** Upon reaching 0 hit points Logic's shell opens revealing her second form, the Body, as well as the hands of creation and destruction within 5 ft. of her. Her initiative count does not change. : ***Innate Spellcasting.*** Logic's spellcasting ability is Charisma (+ 15, spell save DC 23). Logic can innately cast the following spells, requiring no material components: * At will: lightning Bolt, project image, Arcane Eye, Mirror image * 3/Day each: Synaptic Static, Scrying * 1/Day: Chain Lightning ### Actions ***Multiattack.*** Logic deploys her heat tanks if they are not already deployed, casts a spell, and then uses red arc. If the tanks are already deployed, she vents heat in place of casting a spell. : ***Red Arc.*** *Ranged Spell Attack:* +15 to hit, range 600ft., one target. *Hit* 27 (3d12 + 8) lightning damage, and the target must succeed on a DC 16 Constitution saving throw or be stunned until the end of Logic's next turn. : ***Deploy Tanks.*** Logic exposes her heat tanks, allowing her to use the *Vent heat* action, and her tanks no longer have total cover. : ***Vent Heat (Recharge 1-6).*** Logic vents a blast of heat within 300 feet of herself. Each creature in that area must make a DC 23 Constitution saving throw, taking 36 (8d8) fire damage on a failed save, or half as much damage on a successful one. Metal objects in that area glow red-hot until the end of the Logic's next turn. Any creature in physical contact with a heated object at the start of its turn must make a DC 23 Constitution saving throw. On a failed save, the creature takes 9 (2d8) fire damage and has disadvantage on attack rolls until the start of its next turn. : }} 8d10 \page ![background image](https://fearandhunger.wiki.gg/images/2/24/Flip_side_background.png){position:absolute,bottom:0,right:0,height:1150%} ![homebrew mug](https://fearandhunger.wiki.gg/images/1/10/Logic2.png) {position:absolute,top:0px,right:140px,width:530px} ::::::::::::::::::::::::::::::::::::::: {{monster,frame,wide ## Logic, Body *Gargantuan Aberration, Neutral* ___ **Armor Class** :: 19 (Natural Armor) **Hit Points** :: 246 (12d20+120) **Speed** :: 0ft. ___ | STR | DEX | CON | INT | WIS | CHA | |:-----:|:-----:|:-----:|:-----:|:-----:|:-----:| |22 (+6)|10 (0)|30 (+10)|29 (+9)|25 (+7)|27 (+8)| ___ **Saves** :: Dex +7, Int +16, Wis+ 14, Cha +15 **Skills** :: Perception +14 **Damage Resistances** :: Poison, Psychic, Lightning, Necrotic, Bludgeoning, Piercing, and Slashing from Nonmagical Attacks **Condition Immunities** :: blinded, bleeding, charmed, exhaustion, frightened, Incapacitated, Unconcious **Senses** :: truesight 120 ft., darkvision 120 ft., passive Perception 24 **Languages** :: all, telepathy 120 ft. **Challenge** :: 26 (90,000 XP) ___ ***Legendary Resistance (3/day).*** If Logic fails a saving throw, she can choose to succeed instead. : ***Magic Resistance.*** Logic has advantage on saving throws against spells and other magical effects. : ***Hands of Creation & Destruction.*** Logic has two floating disconnected hands, one of Destruction, and one of Creation. Each hand is large, has an AC of 21, 100 hit points, and a fly speed of 120 ft. It is immune to Poison and Psychic damage, and it is immune to all conditions. If it is forced to make a saving throw, treat its ability scores as 10 (+0). If Logic finishes a short or long rest, the hands are fully repaired, and any destroyed hands are rebuilt. When a hand is destroyed, Logic cannot cast or concentrate on that hand's spells. : ***Innate Spellcasting.*** Logic's spellcasting ability is Charisma (+ 15, spell save DC 23). Logic can innately cast the following spells, requiring no material components: * At will: lightning Bolt, project image, Arcane Eye, * 3/Day each: Synaptic Static, Chain Lightning, Scrying * 1/day each: wish ***Hand of Creation.*** * At will: pheremones, lesser restoration, mass healing word * 3/Day each: mass cure wounds, greater restoration * 1/Day: heal ***Hand of Destruction.*** * At will: burning hands (9d6), hurting (13d6) * 3/Day each: Black orb (8d12), Black smog (4d8) * 1/Day: Wall of Fire ### Actions ***Multiattack*** Logic makes an attack for each hand she has, and uses Blue Moth Swarm. : ***Clenched fist.*** *Melee Weapon Attack:* +13 to hit, reach 5ft of one of Logic's hands., one target. *Hit* 24 (4d8 + 6) Bludgeoning damage : ***Crushing Grasp.*** *Melee Weapon Attack:* +13 to hit, reach 5ft of one of Logic's hands., one target. *Hit* 15 (2d8 + 6) Bludgeoning damage and the target is grappled (escape DC 21). Until this grapple ends, the target is restrained. A hand can only grapple one creature at a time. : ***Blue Moth Swarm.*** Logic casts *Insect Plague*, summoning a swarm of Blue noctuid moths. When a creature takes damage from the spell, Logic regains hit points equal to half the damage dealt. ### Legendary Actions (3 Actions) ***Godhand (2 actions).*** Logic casts two spells, one each from her *Hand of Creation* and *Hand of Destruction* traits. The spells originate from the respective hand. : ***Beatdown.*** Logic makes a *Clenched fist* attack, if both hands are not destroyed. : ***The Artificial Green (Recharge 6).*** Logic forces a creature within 1200 ft. of her to make a DC 23 Charisma saving throw. On a failed save the creature is transported to another plane: The artifical green. When the creature starts its turn in the green, it takes 35 (10d6) psychic damage, and it's charisma is reduced by 1d4 as Logic breaks down their willpower. A creature may make a DC 20 Wisdom saving throw at the end of their turn, escaping the green and falling prone in a space within 10 ft. of logic on a success. If a creature's charisma is reduced to 0, its body is dissolved and logic absorbs its soul, integrating it into herself and gaining all of their knowledge. : If Logic takes 60 damage or more on a single turn from a creature, she must succeed on a DC 20 Constitution saving throw at the end of that turn or release all creatures in the green, which fall prone in a space within 10 feet of her. If Logic is reduced to zero hit points, all creatures in the green, which fall prone in a space within 10 feet of her }} \page ![homebrew mug](https://fearandhunger.wiki.gg/images/b/b2/Symbol_Logic.png) {position:absolute,top:5px,right:430px,width:70px} ![homebrew mug](https://fearandhunger.wiki.gg/images/3/33/Ending_A_logic.png) {position:absolute,top:600px,right:410px,width:390px} ### Piety #### EARNING AND LOSING PIETY Gaining Piety * Praying to Logic in a ritual circle, or a site holy to her (Once per circle or site) * While praying, telling Logic true information useful to humanoids she doesn't yet know. * Making a true friend or connection without ever having seen them in person. * Making important decisions based on utilitarianism, instead of another kind of morality. * Introducing new technology to a less advanced culture. (once per culture) * Rationally Debunking fears or superstitions about technology (once per week) * Restoring hope in a Human(oid) who has lost it (+3) * Engraving the symbol of The Logic upon your face (+3) * Making a technological breakthrough (Flying machines, space travel, Prosthetic limbs), or making a discovery useful to humanoids (+5) Losing Piety * Adding false information to the Logic database. * Hampering technological progress, or discouraging people from adopting new tech * Making a connection without using modern technology * Choosing to solve a problem without using modern technology * Being dedicated to any other god than Logic (-10) \column {{font-size:99% #### Logic's devotee *Requirements: level 1, Piety +3* : You can cast *silent image* with this trait, requiring no material components. You can cast this spell in this way a number of times equal to you casting stat modifier. You regain all expended uses when you finish a long rest. Choose one spellcasting modifier: Constitution, Intelligence, Wisdom, Charisma. This is your spellcasting modifier for this spell, and any future spells granted by gaining more piety with logic #### Logic's votary *Requirements: level 5, Piety +10* : You can speak telepathically to any creature you are aware of, provided the creature is within a 60 ft. This range increases by 30 ft. each time you gain a new rank of piety with Logic You don't need to share a language with the creature for it to understand your telepathic utterances, but the creature must be able to understand at least one language. When you're using this trait to speak telepathically to a creature, you can use your action to give that creature the ability to speak telepathically with you for 1 hour or until you end this effect as an action. To use this ability, the creature must be able to see you and must be within this trait's range. You can use this ability a number of times equal to your proficiency bonus,regaining all expended uses at the end of a long rest. #### Logic's disciple *Requirements: level 11, Piety +25* : You can cast *Red Arc* and *Moth Swarm* with this trait, requiring no material components. When cast using this trait, these spells have additonal effects. : You can cast these spells in this way once each, and can not do so again until you finish a long rest. #### Champion of Logic *Requirements: level 15, Piety +50* : You may submit the name of any humanoid you know of to Logic. Upon doing so, Logic grants you a *Doppelganger* ally. This doppelganger is friendly to you, is charmed by you, and can only shapechange into the humanoid you named. It does its absolute best to kill the named creature, and replace them. You may only have one doppelganger at a time, and if the doppelganger dies, you may gain a new one by sumitting a new name to Logic }} \page #### Moth Swarm *2nd-level necromancy* **Casting Time:** 1 action **Range:** 60 ft. **Components:** V, S, M (a fistful of medicinal herbs) **Duration:** Instantaneous : You invoke a swarm of blue noctuid moths upon a 10-foot-radius sphere centered on a point within range. Each creature of your choice in that area must make a Constitution saving throw, taking 2d6 necrotic damage on a failed save, or half as much damage on a successful one. : In addition, you regain a number of hit points equal to half the damage dealt by the spell. : **At Higher Levels.** When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d6 for each slot above the 2nd. #### Red Arc *4th-level evocation* **Casting Time:** 1 action **Range:** 120 ft. **Components:** S **Duration:** Instantaneous : A bolt of crackling reddish electricity forks down toward a creature within range. Make a ranged spell attack against the target. On a hit, the target takes 4d12 lightning damage and must make a Constitution saving throw. On a failed save, it is also stunned until the end of your next turn. : **At Higher Levels.** When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d12 for every two slot levels above 4th. {{note ##### Links to other funger content ***Fear & Hunger Bestiary*** https://homebrewery.naturalcrit.com/share/U7DIfhkZUy7G : ***Fear & Hunger NPCs*** https://homebrewery.naturalcrit.com/share/zfkGOhTwHBfQ : ***Termina Bestiary*** https://homebrewery.naturalcrit.com/share/EQDpwg8gD6OE : ***The Contestants*** https://homebrewery.naturalcrit.com/share/k-_VSml4SZFk : ***Moonscorched Contestants*** https://homebrewery.naturalcrit.com/share/DP6lfGtnVM-H : ***Pocketcat*** https://homebrewery.naturalcrit.com/share/vch3PWraZsHn : ***The New Gods*** https://homebrewery.naturalcrit.com/share/VgUe1JTN0qOH : ***Sylvian*** https://homebrewery.naturalcrit.com/share/IEDJS273Pwqq : ***Gro-Goroth*** https://homebrewery.naturalcrit.com/share/u6Xky1X-lFEq : ***Rher*** https://homebrewery.naturalcrit.com/share/6IbZ4Su06OzH : ***Vinushka*** https://homebrewery.naturalcrit.com/share/qnf5I9G8VQZZ : ***The God of the Depths*** https://homebrewery.naturalcrit.com/share/QbAAcVgcjtYt : ***The God of Fear and Hunger*** https://homebrewery.naturalcrit.com/share/zSZrw2WrOioz : ***Alll-Mer*** https://homebrewery.naturalcrit.com/share/LHkV6Uu_SQzP : ***Sulfur*** https://homebrewery.naturalcrit.com/share/HzKaBL3S1YJn : ***Fear & Hunger OC Creatures*** : https://homebrewery.naturalcrit.com/share/0bgV5iO7enIx }}