Medium Aberration, Lawful Evil
Armor Class 18 unarmoured defense
Hit Points 213 (25d8 + 100)
Speed 40 ft.
STR
20 (+5)
DEX
18 (+4)
CON
18 (+4)
INT
19 (+4)
WIS
15 (+2)
CHA
10 (+0)
Saving Throws STR +9, INT +8, WIS +6
Skills Arcana +8, Athletics +13, Deception +4, Insight +6, Perception +6, Persuasion +4
Damage Resistances Bludgeoning, Piercing, Slashing
Senses Darkvision 60ft, Passive Perception 12
Languages Deep Speech, Undercommon Telepathy 120ft
Challenge 12 (8,400 XP)
Proficiency Bonus +4
Traits

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

Actions

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.

Reactions

Reaction Name. Enter the description for your action.

Legendary Actions

Enter the description for how legendary actions work for your monster here.

Legendary Action Name (Costs # Actions). Enter the description for your legendary action.

Mythic Actions

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Mythic Action Name (Costs # Actions). Enter the description for your mythic action.

Description

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Lair and Lair Actions

Enter a description of your monster's lair here.

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:

  • Enter a description for a lair action.
  • Enter a description for a lair action.

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:

  • Enter a regional effect description.
  • Enter a regional effect description.

If the [monster name] dies, these effects fade over the course of #d# days.

Previous Versions

Name Date Modified Views Adds Version Actions
11/15/2020 2:26:35 AM
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Coming Soon
VioletMercy

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