Magic Resistance. The mind flayer has advantage on saving throws against spells and other magical effects.
Thought Shield. The mind flayer's thoughts can't be read by telepathy or other means without permission. Whenever a creature deals psychic damage to the mind flayer, that creature takes the same amount of damage that the mind flayer does.
Eldritch Invocations. The mind flayer's spellcasting ability is charisma(spell save DC 16, +8 to hit with spell attacks). It can cast the following spells at will without expending material components:
At will: detect magic, disguise self, false life(self only), mage armor(self only), silent image
Innate Spellcasting (Psionics). The mind flayer’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)
Spellcasting. The mind flayer is a 10th-level spellcaster. Its spellcasting ability is charisma (spell save DC 16, +8 to hit with spell attacks). The mind flayer has the following warlock spells known:
Cantrips (at will): chill touch, dancing lights, eldritch blast, mage hand, minor illusion, shocking grasp, vicious mockery
5th level (3 slots): clairvoyance, dominate beast, dominate person, [Tooltip Not Found], hallucinatory terrain, invisibility, sending, suggestion, hideous laughter, telekinesis
Tentacles. Melee Weapon Attack: + 7 to hit, reach 5 ft., 1 target. Hit: 14 (2d10 + 3) psychic damage. If the target is Medium or smaller, it is grappled (escape DC 15) and must succeed on a DC 15 Intelligence saving throw or be stunned until this grapple ends.
Extract Brain. Melee Weapon Attack: + 7 to hit, reach 5 ft., 1 target that is incapacitaed and grappled by the mind flayer. Hit: 55 (10d10) piercing damage. If this damage reduces the target to 0 hit points, the mind flayer kills the target by extracting and devouring its brain.
Mind Blast (Recharge 5-6). The mind flayer 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 21 (4d8 + 3) 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.
Entropic Ward. When a creature makes an attack roll against the mind flayer, it can use it reaction to impose disadvantage on that roll. If the attack misses, the mind flayer's next attack roll against the creature has advantage if is made before the end of the mind flayer's next turn.
Once the mind flayer uses this feature, it can't be used again until the mind flayer finishes a short or long rest.
Description
Equipment: Wand
Personality Traits: I'm curious about how other races live and how their societies function.
Ideal: I will remain independent. My patron is a tool I manipulate for power and I shall not let it dominate me.
Bond: The more the colony grows, the more powerful we all become.
Flaw: I never assume others understand and always explain everything.
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