Innate Spellcasting (Psionics). The mind flayer's innate spellcasting ability is Intelligence (spell save DC 16). It can innately cast the following spells, requiring no components:
At will: detect thoughts, levitate
1/day each: dominate monster, plane shift (self only)
Magic Resistance. The mind flayer has advantage on saving throws against spells and other magical effects.
Magical weapons: The Mind Flayer's weapon attacks are considered magical.
Unarmoured defence: The Mind Flayer adds it's dexterity and constitution to it's base AC of 10
Multi-attack. The mind-flayer uses frightful presence and then makes three attacks with psychic punch.
Psychic Punch. Melee weapon attack: +9 to hit, reach 5ft, one creature. Hit: 16 (2d8+5) bludgeoning damage or 20 (2d8+9) bludgeoning damage while raging and 7 (2d6) psychic damage. When the Mind Flayer scores a critical hit with this attack the target must succeed on a DC16 intelligence saving throw or be stunned until the start of the target's next turn.
Tentacles. Melee Weapon Attack: +8 to hit, reach 5 ft., one creature. Hit: 15 (2d10 + 4) psychic damage. If the target is Medium or smaller, it is grappled (escape DC 15) and must succeed on a DC 16 Intelligence saving throw or be stunned until this grapple ends.
Extract Brain. Melee Weapon Attack: +8 to hit, reach 5 ft., one incapacitated humanoid grappled by the mind flayer. Hit: The target takes 55 (10d10) piercing damage. If this damage reduces the target to 0 hit points, the mind flayer kills the target by extracting and devouring its brain.
Mind Blast (Recharge 5–6). The mind flayer magically emits psychic energy in a 60-foot cone. Each creature in that area must succeed on a DC 16 Intelligence saving throw or take 22 (4d8 + 4) psychic damage and be stunned for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Frightful Presence: Each creature of the Mind Flayer's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 16 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the Mind Flayer's Frightful Presence for the next 24 hours.
Psion's Rage (Recharges after a Short or Long Rest).
As a bonus action, the Mind Flayer can enter a rage at the start of its turn. The rage lasts for 1 minute or until the Mind Flayer is incapacitated. While raging, the Mind Flayer gains the following benefits:
- The giant has advantage on Strength checks and Strength saving throws
- When it makes a melee weapon attack, the mind flayer gains a +4 bonus to the damage roll.
- The Mind Flayer has resistance to bludgeoning, piercing, and slashing damage.
The mind flayer how ever cannot use their psionic blast or cast spells while raging and any spell the Mind Flayer is concentrating on drops.
Reaction Name. Enter the description for your action.
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Legendary Action Name (Costs # Actions). Enter the description for your legendary action.
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Description
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Lair and Lair Actions
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Lair Actions
On initiative count # (losing initiative ties), the [monster name] takes a lair action to cause one of the following effects; the [monster name] can’t use the same effect two rounds in a row:
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Regional Effects
The region containing a legendary [monster name]’s lair is [enter the effect description], which creates one or more of the following effects:
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If the [monster name] dies, these effects fade over the course of #d# days.
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Posted Mar 14, 2023amazing wow 10 out of 10