Large unknown, Lawful Evil
Armor Class 24 Id, 22 Ego, 20 Superego
Hit Points 310 (20d10 + 200)
Speed 5 ft., Swim 10 ft.
STR
20 (+5)
DEX
20 (+5)
CON
30 (+10)
INT
30 (+10)
WIS
25 (+7)
CHA
25 (+7)
Saving Throws INT +18, WIS +15, CHA +15
Skills Arcana +10, Deception +12, Insight +14, Intimidation +12, Persuasion +12
Damage Immunities Psychic
Condition Immunities Incapacitated, Stunned
Senses Blindsight 120 ft., Passive Perception 14
Languages Common, Deep Speech, Telepathy 5 miles, Undercommon understands but can’t speak
Challenge 25 (75,000 XP)
Proficiency Bonus +8
Traits

Creature Sense. Westia is aware of the presence of creatures within 5 miles of it that have an Intelligence score of 4 or higher. It knows the distance and direction to each creature, as well as each one’s Intelligence score, but can’t sense anything else about it. A creature protected by a mind blank spell, a nondetection spell, or similar magic can’t be perceived in this manner.

Innate Spellcasting (Psionics). Westia’s innate spellcasting ability is Intelligence (spell save DC 21). It can innately cast the following spells, requiring no components. All Westia share the same pool of spells:

At will: detect thoughts, flydream, raulothim's psychic lance

3/day each (8th level):counterspell,dispel magictelekinesisabsorb elements

1/day each: wish, plane shift (self only)

Legendary Resistance (3/Day). If Westia fails a saving throw, it can choose to succeed instead.

Magic Resistance. Westia has advantage on saving throws against spells and other magical effects.

Telepathic Hub. Westia can use its telepathy to initiate and maintain telepathic conversations with up to ten creatures at a time. Westia can let those creatures telepathically hear each other while connected in this way.

Multiple Forms. Westia has 3 bodies. Westia Rolls imitative 3 times. And Westia has a reaction for each of her bodies.

Aura Of Psychic Oppression. A creature that begins it's turn within 15 feet of a Westia has disadvantage on attacks rolls for that turn.

Actions

Multiattack. On a Westia's turn it can take two claw or eldritch bolt attacks, and use it's Id, Ego, or Superego ability. 

Claw (ID, Ego). Melee Weapon Attack: +14 to hit, reach 15 ft., one target. Hit: 23 (2d12+ 10) slashing damage.

Eldritch Bolt (Ego, Superego). Ranged Spell Attack: +14 to hit,  120 ft., one target. Hit: 21 (2d10+ 10) force damage.

Psionic Blast (Id). (Recharge 4–6). Westia magically emits psychic energy in a 60-foot cone. Each creature in that area must succeed on a DC 21 Intelligence saving throw or take 28 (4d8 + 10) 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.

Spell Slinger(Ego). Ego may cast a spell as part of it's attack action.

Ethereal Strike(Superego). Melee Weapon Attack: +14 to hit, reach 15 ft., one target. Hit: 21 (2d10+ 10) slashing damage. Westia can target a creature while on the ethereal plane. If she hits she returns to the material plane and the target takes and additional 27 (5d10) additional force damage.

Bonus Actions

Ethereal Step (Superego). Westia can enter or exit the ethereal plane as a bonus action.

Planar Jaunt (Any). A Westia can teleport 30 feet as a bonus action.

Reactions

Westia (Id) When Westia (ID) is attacked it can use it's reaction to make an attack against the attacker.

Westia (Ego) Went Id or Superego are attacked, Westia Ego can exchange places with them, taking the damage instead.

Westia (Superego) When Id or Ego take damage Superego can shift to the ethereal plane, or return from it.

Legendary Actions

Westia 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. Westia regains spent legendary actions at the start of a round.

Attack. Westia makes a Claw or Eldritch Bolt attack.

Cast a Spell. Westia casts a spell from her innate spellcasting feature.

Bend Space. All creatures within 30 feet of the Westia using this ability make a wisdom saving throw (DC 21). Those who fail are teleported up to 60 feet to a location of Westia's Choosing. 

Lair and Lair Actions

Lair Actions

When fighting inside its lair, Westia can use lair actions. On initiative count 20 (losing initiative ties), Westia can take one lair action to cause one of the following effects; Westia can’t use the same lair action two rounds in a row:

  • Westia casts wall of force.
  • Westia targets one friendly creature it can sense within 120 feet of it. The target has a flash of inspiration and gains advantage on one attack roll, ability check, or saving throw it makes before the end of its next turn. If the target doesn’t or can’t use this benefit in that time, the inspiration is lost.
  • Westia targets one creature it can sense within 120 feet of it and anchors it by sheer force of will. The target must succeed on a DC 21 Charisma saving throw or be unable to leave its current space. It can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Regional Effects

The territory within 5 miles of an elder brain is altered by the creature’s psionic presence, which creates one or more of the following effects:

  • Creatures within 5 miles of an elder brain feel as if they are being followed, even when they are not.
  • The elder brain can overhear any telepathic conversation happening within 5 miles of it. The creature that initiated the telepathic conversation makes a DC 18 Wisdom (Insight) check when telepathic contact is first established. If the check succeeds, the creature is aware that something is eavesdropping on the conversation. The nature of the eavesdropper isn’t revealed, and the elder brain can’t participate in the telepathic conversation unless it has formed a psychic link with the creature that initiated it.
  • Any creature with which the elder brain has formed a psychic link hears faint, incomprehensible whispers in the deepest recesses of its mind. This psychic detritus consists of the elder brain’s stray thoughts commingled with those of other creatures to which it is linked.

If the elder brain dies, these effects immediately end.

Monster Tags: Mind Flayer

Habitat: Underdark

YourGmJay

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