Crawling Sense. The brain bug is aware of the presence of creatures within 5 miles of it that have an exoskeleton or a number of limbs higher than 4. It knows the distance and direction to each creature, as well as the type of creature it is, 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). The brain bug’s innate spellcasting ability is Intelligence (spell save DC 18). It can innately cast the following spells, requiring no components:
At will: detect thoughts, invisibility, shield
1/day each: dominate monster, teleport (self only)
Legendary Resistance. If the brain bug fails a saving throw, it can choose to succeed instead as long as there is a medium or larger creature or swarm under its control. When using a legendary resistance in this way, the brain bug can choose to take no damage if succeeding on the saving throw results in half damage which instantly kills the creature or swarm.
Magic Resistance. The brain bug has advantage on saving throws against spells and other magical effects.
Telepathic Hub. The brain bug can use its telepathy to initiate and maintain telepathic conversations with up to ten creatures at a time. The brain bug can let those creatures telepathically hear each other while connected in this way.
Brain Siphon. Melee Weapon Attack: +7 to hit, reach 15 ft., one target. Hit: 20 (4d8 + 2) piercing damage. If the target is a Huge or smaller creature, it is grappled (escape DC 15) and takes 9 (1d8 + 5) psychic damage and has their Intelligence score lowered by 1 at the start of each of its turns, or if the brain bug uses its Brain Siphon on it again, until the grapple ends. If a creature is reduced to 0 Intelligence in this way, they die instantly. Lost intelligence can be restored by the greater restoration or regenerate spells or similar magical effects.
Project Thoughts. The brain bug targets a creature it can perceive The brain bug gains insight into the target’s reasoning, its emotional state, and thoughts that loom large in its mind (including things the target worries about, loves, or hates). The brain bug can also make a Charisma (Deception) check with advantage to deceive the target’s mind into thinking it believes one idea or feels a particular emotion. The target contests this attempt with a Wisdom (Insight) check. If the brain bug succeeds, the mind believes the deception for 1 hour or until evidence of the lie is presented to the target.
Take Your Place in the Circle (Recharge 5–6). The brain bug magically emits psychic energy. Creatures of the elder brain’s choice within 60 feet of it must succeed on a DC 18 Intelligence saving throw or take 32 (5d10 + 5) psychic damage and be charmed for 1 minute. While charmed in this way, the creature will use their action and all movement to burrow into the ground beneath them. A target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
The brain bug 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 brain bug regains spent legendary actions at the start of its turn.
Brain Siphon. The brain bug makes a brain siphon attack.
Psychic Pulse. The brain bug targets a insectoid creature or swarm within 120 feet of it with which it has a psychic link. Enemies of the elder brain within 10 feet of that creature take 10 (3d6) psychic damage.
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