Medium Aberration, Lawful Evil
Armor Class 18 Leather
Hit Points 73 (14d8 + 13)
Speed 30 ft.
STR
8 (-1)
DEX
20 (+5)
CON
14 (+2)
INT
16 (+3)
WIS
10 (+0)
CHA
14 (+2)
Saving Throws DEX +9, INT +7
Senses Darkvision 120 ft., Passive Perception 20
Languages Abyssal Black Sword of Nul, Common Black Sword of Nul, Deep Speech, Primordial Black Sword of Nul, Telepathy 120 ft., Thieves' Cant class, Undercommon
Challenge 10 (5,900 XP)
Proficiency Bonus +4
Traits

Carries  a Symbiotic Weapon, the Black Sword of Nul

Once a day the sword can use either Shield or Absorb Elements. 

Magic Resistance. The mind flayer has an advantage on saving throws against spells and other magical effects.

Innate Spellcasting - (Psionics)

  • AT-WILL Detect Thoughts 1A Self WIS15  Social* D: 1m, V/S/M
  • AT-WILL Levitate 1A 60ft. CON12 Movement D: 10m, V/S/M
  • AT-WILL (Once a day) Plane Shift   1A Self CHA12 Teleportation* V/S/M
Actions
Panache:  As an action, you can make a Persuasion check contested by a creature’s Insight check. On success, a hostile creature has a disadvantage on attack rolls against targets and can't make opportunity attacks against targets other than you for 1 minute, or until one of your allies engages it or it gets more than 60 ft. from you. If it isn't hostile, it is charmed by you for 1 minute.

Melee  Sword attack: 
+10 to hit 1d6+7 piercing + 1d6 psychic 
Sneak Attack (Special): Once per turn, you can deal an extra 5d6 damage to one creature you hit with an attack with finesse or ranged weapon if you have an advantage on the attack roll. You don’t need an advantage on the attack roll if another enemy of the target is within 5 ft. of it, that enemy isn’t incapacitated, and you don’t have a disadvantage on the attack roll.
Mind Blast  Once per long rest you may emit psychic energy in a 30 foot cone. Every creature of your choice in the cone must make an Intelligence saving throw (DC = 8 + your proficiency bonus + your Intelligence modifier). On a failed save, the creature takes psychic damage, an amount of d10 equal to half your level, and is stunned. On a successful save, the creature takes half damage and isn't stunned. A creature may repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. otherwise, the effect lasts for one minute.
 Tentacles When you make an unarmed strike, you can add your Intelligence modifier to the damage roll. +6 to Hit, +3 damage. If the target is Medium or smaller, it is grappled (escape DC 15) and must succeed on a DC 15 Intelligence saving throw or be stunned until this grapple ends.

Extract Brain. Melee Weapon Attack: +7 to hit, reach 5 ft., one incapacitated humanoid grappled by the mind flayer. Hit: The target takes 55 (10d10) damage piercing If this damage reduces the target to 0 hit points, the mind flayer kills the target by extracting and devouring its brain.

 

Bonus Actions
Cunning Action

You can take a bonus action on each of your turns to take the Dash, Disengage, or Hide action.

Offhand Rapier Attack: +9 to hit 1d8+5 piercing

Reactions
Actions in Combat: Opportunity Attack
Spells: Absorb Elements(1st), Shield(1st)
Uncanny Dodge: When an attacker that you can see hits you with an attack, you can use your reaction to halve the attack’s damage against you.
Defensive Duelist

When you are wielding a finesse weapon with which you are proficient and another creature hits you with a melee attack, you can use your reaction to add 4 to your AC for that attack.

Description

This Illithid is a masterclass swashbuckler

 Evasion- Beginning at 7th level, you can nimbly dodge out of the way of certain area effects, such as an ancient red dragon’s fiery breath or an ice storm spell. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.

Rakish Audacity Starting at the 3rd level, your confidence propels you into battle. You can give yourself a bonus to your initiative rolls equal to your Charisma modifier. You also gain an additional way to use your Sneak Attack; you don’t need an advantage on the attack roll to use your Sneak Attack against a creature if you are within 5 feet of it, no other creatures are within 5 feet of you, and you don’t have disadvantage on the attack roll. All the other rules for Sneak Attack still apply to you.

Fancy Footwork  When you choose this archetype at 3rd level, you learn how to land a strike and then slip away without reprisal. During your turn, if you make a melee attack against a creature, that creature can’t make opportunity attacks against you for the rest of your turn.

 Feats Taken: Defensive Duelist, Dual Wielder, Fighting Initiate (Two-Weapon Fighting)

 

Monster Tags: Mind Flayer

Habitat: Coastal

gothicshark

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