Medium Aberration (Shapechanger), Lawful Evil
Armor Class 14 (natural armor)
Hit Points 58 (9d8 + 18)
Speed 25 ft.
STR
17 (+3)
DEX
12 (+1)
CON
15 (+2)
INT
19 (+4)
WIS
17 (+3)
CHA
17 (+3)
Saving Throws INT +7, WIS +6, CHA +6
Skills Arcana +7, Deception +6, Insight +6, Perception +6, Persuasion +6, Stealth +7
Damage Immunities Acid
Condition Immunities Prone
Senses Darkvision 120 ft., Passive Perception 16
Languages Deep Speech, Telepathy 120 ft., Undercommon --
Challenge 5 (1,800 XP)
Proficiency Bonus +3
Traits

Shapechanger. The Illithimimic can use its action to polymorph into an object or back into its true, amorphous form. Its statistics are the same in each form. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies.

Adhesive (Object Form Only). The Illithimimic adheres to anything that touches it. A Huge or smaller creature adhered to the Illithimimic is also grappled by it (escape DC 14). Ability checks made to escape this grapple have disadvantage. Additionally, any creature that is adhered to the ilithimimic must succeed on a DC 15 Intelligence saving throw or 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.

False Appearance (Object Form Only). While the Illithimimic remains motionless, it is indistinguishable from an ordinary object.

Grappler. The Ilithimimic has advantage on attack rolls against any creature grappled by it.

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

Innate Spellcasting (Psionics). The Ilithimimic’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: dominate monster, plane shift (self only)

Actions

Pseudopod. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 12 (2d8 + 3) psychic damage. If the Illithimimic is in object form, the target is subjected to its Adhesive trait.

Extract Brain. Melee Weapon Attack: +7 to hit, reach 5 ft., one incapacitated humanoid grappled by the Illithimimic. Hit: The target takes 36(8d8) piercing damage. If this damage reduces the target to 0 hit points, the Illithimimic kills the target by extracting and devouring its brain.

Mind Blast (Recharge 5–6). The Illithimimic magically emits psychic energy in a 60-foot cone. Each creature in that area must succeed on a DC 15 Intelligence saving throw or take 18(4d6 + 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.

Description

Illithimimics are mimics who have had mind flayer tadpoles implanted into their true forms. The mimic undergoes ceremorphosis, but rather than transforming into a mind flayer, the mimic instead takes on many of their psychic traits. 

If found in a mind flayer colony, an illithimimic will be subject to the control of the Elder Brain. In such instances, illithimimics act as sentries, hiding in the outlying tunnels of the colony's realm. There, they hunt lone prey, and report on more dangerous foes to the Elder Brain.

However, illithimimics in mind flayer colonies are incredibly rare.  This is due to the fact that their creation is highly dependant on arcane magic. Consequently, only renegade illithids, or ambitious mages are the only ones who will attempt their creation. Also, Elder Brains are frequently loathe to spend time hunting mimics as subjects for ceremorphosis over the more assured success of humanoid victims.

Previous Versions

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4/2/2022 5:46:30 PM
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Monster Tags: ShapechangerMind Flayer

Habitat: UnderdarkUrban

TheSweetMan

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