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 * 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 * V/S/M
Melee Sword attack: +10 to hit 1d6+7 piercing + 1d6 psychic
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.
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
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)
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