Alien Mind. If a creature tries to read An'it thoughts or deals psychic damage to it, that creature must succeed on a DC 17 Intelligence saving throw or be stunned for 1 minute. The stunned creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Legendary Resistance (3/Day). If An'it fails a saving throw, it can choose to succeed instead.
Magic Resistance. An'it has advantage on saving throws against spells and other magical effects.
Regeneration. An'it regains 20 hit points at the start of its turn. If An'it takes radiant damage, this trait doesn’t function at the start of its next turn. An'it dies only if it starts its turn with 0 hit points and doesn’t regenerate.
Multiattack. An'it makes one Tentacle Whip attack and uses its Corruption once. An'it can replace its Tentacle Whip attack with Extract Brain if it has a creature grappled.
Tentacle Whip. Melee Weapon Attack: +5 to hit, reach 10 ft., one target. Hit: 10 (1d10 + 4) slashing damage. If the target is a Medium or smaller creature, it is grappled (escape DC 17), pulled into an unoccupied space within 5 feet of An'it, and must succeed on a DC 17 Intelligence saving throw or be stunned until this grapple ends. Dyrrn can’t use the same tentacle whip on another target until this grapple ends. An'it has two tentacle whips.
Corruption. An'it targets one creature it can see within 60 feet of it. The target must succeed on a DC 17 Constitution saving throw or take 8 (1d6 + 4) necrotic damage and become corrupted for 1 minute.
A corrupted creature’s flesh twists in alien ways. The creature has disadvantage on attack rolls, its speed is reduced by half, and if it tries to cast a spell, it must first succeed on a DC 15 Intelligence check or the spell fails and is wasted. The corrupted creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Extract Brain. Melee Weapon Attack: +5 to hit, reach 5 ft., one incapacitated creature grappled by An'it. Hit: 12 (2d10) piercing damage. If this damage reduces the target to 0 hit points, An'it kills the target by extracting and devouring its brain.
An'it can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. An'it regains spent legendary actions at the start of its turn.
Tentacle Whip. An'it makes one attack with its Tentacle Whip.
Spawn Aberration (Costs 2 Actions). An'it regurgitates an intellect devourer in an unoccupied space within 5 feet of it. The intellect devourer is under An'it control and acts immediately after An'it in the initiative order.
Mind Blast (Costs 3 Actions). An'it magically emits psychic energy in a 60-foot cone. Each creature in that area must succeed on a DC 17 Intelligence saving throw or take 9 (1d8 + 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.
Lair and Lair Actions
Regional Effects
A region containing a passage to An'it lair is warped in one or more of these ways:
- Creatures within 1 mile of the passage frequently feel as if something is crawling under their skin.
- If a humanoid spends at least 1 hour within 1 mile of the passage, that creature must succeed on a DC 10 Wisdom saving throw or descend into a type of madness (see “Madness of An'it” below). A creature that succeeds on this saving throw can’t be affected by this regional effect again for 24 hours.
If An'it dies, these effects fade away after 1d10 days.
Madness of An'it
If a creature goes mad in An'it lair or while it can see the daelkyr, it gains a form of indefinite madness. Roll on the Madness of An'it table to determine the nature of this madness, which takes the form of a character flaw that lasts until cured. Chapter 8 of the Dungeon Master’s Guide has more information on madness.
Madness of An'it
| d6 | Flaw (lasts until cured) |
|---|---|
| 1 | “There’s an illithid parasite living in my brain!” |
| 2 | “I can feel myself evolving into an aberration.” |
| 3 | “Aberrations are the only natural things.” |
| 4 | “A part of me has become a conscious entity.” |
| 5 | “My opponents must bow down to a mind flayer!” |
| 6 | “Dyrrn and the mind flayers simply want to unite all sentient creatures in collective consciousness. And I receive messages from the group mind!” |