Tiny Monstrosity, Unaligned
Armor Class 15 Natural Armor
Hit Points 54 (12d4 + 24)
Speed 10 ft., Burrow 25 ft., Fly 25 ft. (Hover)
STR
6 (-2)
DEX
16 (+3)
CON
15 (+2)
INT
8 (-1)
WIS
18 (+4)
CHA
15 (+2)
Skills Stealth +9
Senses Darkvision 60 ft., Tremorsense 30 ft., Passive Perception 16
Languages Common Understands but can’t speak
Challenge 5 (1,800 XP)
Proficiency Bonus +3
Traits

Keen Smell. The brain mole monarch has advantageon Wisdom (Perception) checks that rely on smell.

Pack Tactics. The brain mole monarch has advantage on an attack roll against a creature if at least one of the brain mole monarch's allies is within 5 feet of the creature and the ally isn't incapacitated.

Innate Spellcasting. The brain mole monarchs's spellcasting ability is Wisdom (spell save DC 15). The brain mole can innately cast the following spells, requiring no material components:

 At will: silent image
 2/day each: enemies abound, major image, mind spike

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

Second Sight. The brain mole monarch can sense any creature that is able to cast a spell within 60 feet(whether they are Artificer, Bard, Cleric, Druid, Paladin, Ranger, Sorcerer, Warlock, Wizard or any other class or creature capable of casting a spell). This functions like blindsight, except it only applies to creatures that can cast spells.

Undetectable. Brain mole monarchs can’t be targeted by divination magic, perceived through magical scrying sensors, or detected by abilities that sense monstrosity’s.

Actions

Bite. Melee Weapon Attack: +6 to hit, reach 5ft., one target. Hit: 1 (1d4 - 2) and the brain mole monarch attaches to the target. While attached the brain mole monarch doesn't attack. Instead, at the start of each of the brain mole monarch's turns, the target must succeed a DC 15 Wisdom saving throw or the target must obey the commands of the brain mole monarch as if under the effects of a *dominate person* spell for a minute. On a success the target takes 1d6 psychic damage. The brain mole monarch can detach itself spending 5 feet of its movement. It does so after the target has become unconscious or dies. A creature, including the target, can try to succeed a DC 9 Strength check to remove the brain mole monarch.

Psychic Gestalt. Each brain mole that is within 100 feet of the brain mole monarch and not already affected by the Psychich Gestalt gains the benefits and effects of Pack Tactics as explained above for a minute. As a bonus action the brain mole monarch can choose one brain mole to use its reaction to attack a creature within 5 feet of it.

Description

Brain mole monarchs are fewer in number compared to regular brain moles but can be just as deadly. They are brain moles who have survived and fed on brains and psychic energy long enough to have stronger magic and gain the ability to command other brain moles around themselves.

They use their tentacles around their mouth and face to latch onto prey to not only drain them of their psychic energy, but also to gain control of and command that creature how it pleases. This has lead to the deaths of many adventurers as the monarch forces the controlled creature to betray it's allies.

By itself a brain mole monarch is not the worst danger adventurers can face. However if encountered within a nest of brain moles, it might result in a deadly encounter for them.

Habitat: MountainUnderdark

Dorgajohn

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