Large Aberration, Lawful Evil
Armor Class 10
Hit Points 150 (15d10 + 75)
Speed 5 ft., Swim 10 ft.
STR
15 (+2)
DEX
10 (+0)
CON
20 (+5)
INT
21 (+5)
WIS
19 (+4)
CHA
24 (+7)
Saving Throws INT +8, WIS +7, CHA +10
Skills Arcana +10, Deception +12, Insight +14, Intimidation +12, Persuasion +12
Senses Blindsight 120 ft., Passive Perception 14
Languages Common, Deep Speech, Telepathy 5 miles, Undercommon understands but can’t speak
Challenge 5 (1,800 XP)
Proficiency Bonus +3
Traits

Creature Sense. The brain mother 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 brain mother's innate spellcasting ability is Intelligence (spell save DC 14). It can innately cast the following spells, requiring no components:

At will: detect thoughts, levitate

2/day each: dominate monster, plane shift (self only)

Magic Resistance. The brain mother has advantage on saving throws against spells and other magical effects.

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

Actions

Tentacle. Melee Weapon Attack: +6 to hit, reach 30 ft., one target. Hit: 11 (2d8 + 2) bludgeoning damage. If the target is a Huge or smaller creature, it is grappled (escape DC 13) and takes 9 (1d8 + 5) psychic damage at the start of each of its turns until the grapple ends. The elder brain can have up to two targets grappled at a time.

Mind Blast (Recharge 5–6). The brain mother magically emits psychic energy. Creatures of the elder brain’s choice within 60 feet of it must succeed on a DC 14 Intelligence saving throw or take 15 (2d10 + 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 brain mother 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 elder 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 elder 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 14 Charisma saving throw. On a successful save, the target takes 10 (3d6) psychic damage. The psychic link also ends if the target and the elder brain are more than 5 miles apart, with no consequences to the target. The elder brain can form psychic links with up to ten creatures at a time.

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

Monster Tags: Mind Flayer

Habitat: Underdark

TheWyrm

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