Magic Resistance. The artifice flayer has advantage on saving throws against spells and other magical effects.
Innate Spellcasting (Psionics). The artifice flayer’s innate spellcasting ability is Intelligence (spell save DC 15). It can innately cast the following spells, requiring no components:
At will: detect thoughts, levitate
1/day each: animate objects, creation, transmute rock
Tentacles. Melee Weapon Attack: +7 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 15 Constitution saving throw or be stunned until this grapple ends.
Extract Muscle. Melee Weapon Attack: +7 to hit, reach 5 ft., one incapacitated humanoid grappled by the artifice 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 collecting its spinal cord and vital muscles.
Muscle Blast(Recharge 5–6). The artifice flayer magically emits negative energy in a 60-foot cone. Each creature in that area must succeed on a DC 15 Constitution saving throw or take 22 (4d8 + 4) necrotic damage and be paralyzed 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.
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