Gargantuan Aberration, Lawful Evil
Armor Class 18 (natural armor)
Hit Points 310 (20d12 + 60)
Speed 30 ft., swim 30 ft.
STR
24 (+7)
DEX
8 (-1)
CON
22 (+6)
INT
18 (+4)
WIS
16 (+3)
CHA
10 (+0)
Saving Throws INT +9, WIS +8
Skills Perception +6
Damage Resistances Psychic; Piercing and Slashing from Nonmagical Attacks that aren't Adamantine
Senses Blindsight 60 ft, Darkvision 120 ft., Passive Perception 16
Languages Deep Speech Understands but cannot Speak, Telepathy --
Challenge 15 (13,000 XP)
Proficiency Bonus +5
Traits

Hold Breath. The Mindwyrm can hold its breath for 1 hour.

Multiple Heads. The Mindwyrm has six heads. While it has more than one head, the hydra has advantage on saving throws against being blinded, charmed, deafened, frightened, stunned, and knocked unconscious.

Whenever the Mindwyrm takes 40 or more damage in a single turn, one of its heads dies. If all its heads die, the Mindwyrm dies.

At the end of its turn, it grows two heads for each of its heads that died since its last turn, unless it has taken acid damage since its last turn. The Mindwyrm regains 15 hit points for each head regrown in this way.

Reactive Heads. For each head the Mindwyrm has beyond one, it gets an extra reaction that can be used only for opportunity attacks.

Wakeful. While the Mindwyrm sleeps, at least one of its heads is awake.

Enslave Minds. The Mindwyrm is capable of crushing the will of weak-minded creatures. The process takes 1 hour and only works on creatures with an intelligence score of 3 or less. Once a creature has been enslaved the Mindwyrm can command it directly. The enslaved creature gains Immunity to Charm and Frighten effects. 

If an enslaved creature dies while within 500ft of the Mindwyrm it takes psychic backlash, the Mindwyrm will take 20 points of psychic damage which bypasses its resistance. 

Actions

Multiattack. The Mindwyrm makes as many bite attacks as it has heads.

Bite. Melee Weapon Attack: +12 to hit, reach 15 ft., one target. Hit: 10 (2d8+7) piercing damage.

Tongue Tentacle. Melee Weapon Attack: +12 to hit, reach 15 ft., one creature. Hit: 18 (2d10 + 7) psychic damage. If the target is Large or smaller, it is grappled(escape DC 17


Each creature grappled reduces the number of heads available for multiattacking by 1.

Extract Brain. Melee Weapon Attack: +7 to hit, reach 15 ft. one creature grappled by the Mindwyrm. Hit: The target takes 66 (12d10) piercing damage. If this damage reduces the target to 0 hit points, the Mindwyrm kills the target by extracting and devouring its brain.
Bonus Actions

The Mindwyrm can psychically command an enslaved creature to make a single melee attack

Legendary Actions

The Mindwyrm can can take 3 legendary actions, choosing from the options below. It can take only one legendary action at a time and only at the end of another creature’s turn. The Mindwyrm regains spent legendary actions at the start of its turn.

Psychic Command (Costs 2 Actions). The Mindwyrm commands an enslaved creature to move up to half its speed and make a single melee attack

Compelled Will (Costs 2 Actions). The Mindwyrm gives an enslaved creature a new saving throw to end an ongoing effect caused by a failed Int, Wis, or Cha save. This new saving throw uses the Mindwyrm's save bonus.

Strangle The Mindwyrm tightens its grip on all creatures it has grappled. Each grappled creature takes d10+7 bludgeoning damage

Description

If a hydra can be stunned and have a mind flayer tadpole implanted in each of its heads, it can be converted through ceremorphosis into a Mindwyrm. The process of ceremorphosis transforms the beast into something formidable.

The Mindwyrm can psychically enslave up to 6 creatures with Intelligence 3 or less. These rare beasts are used by mind flayers as front line commanders in battle usually directing a horde of other hydra.

Monster Tags: Mind Flayer

Habitat: Underdark

TheRealMcCoy

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