Tiny Aberration, Chaotic Evil
Armor Class 10 Natural Armor
Hit Points 7 (2d4 + 2)
Speed 30 ft.
STR
10 (+0)
DEX
12 (+1)
CON
12 (+1)
INT
18 (+4)
WIS
8 (-1)
CHA
6 (-2)
Saving Throws INT +6
Damage Immunities Psychic
Condition Immunities Blinded, Charmed, Deafened, Frightened
Senses Blindsight 60ft, Passive Perception 18
Languages Deep Speech
Challenge 2 (450 XP)
Proficiency Bonus +2
Traits

Pull over head: As a bonus action, the Brain Octopus can try to pull itself over a creature´s head within 5 feet of it. The target must succeed on a DC 14 Wisdom savin throw or be affected by [spell}dominate person[/spell] until the Brain Octopus is destroyed.
Each time the target takes damage, it makes a new DC 14 Wisdom saving throw against the Brain Octopus. If the saving throw succeeds, the Octopus releases the head and the spell ends.
The Brain Octopus can´t be pulled away from the head, but if a creature tries to pull it away, the affected creature takes 2d8 necrotic damage, while tiny tendrils hold on to the skin.

Flyby. The Brain Octopus doesn't provoke opportunity attacks when it flies out of an enemy's reach.

Unfavorable Placement: When the Brain Octopus takes damage, a creature affected by the Pull over head-feature takes the double amount of psychic damage which can´t be reduced.

Actions

Take Control: The Brain Octopus uses its action to take total and precise control of the target. Until the end of its next turn, the creature takes only the actions the Octopus chooses, and doesn't do anything that the Octopus don't allow it to do. During this time it can also cause the creature to use a reaction, but this requires it to use its own reaction as well.

FloFuchs

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