Magic Resistance. The mind flayer has advantage on saving throws against spells and other magical effects.
Innate Spellcasting (Psionics). The mind flayer is a 10th-level spellcaster. Its innate spellcasting ability is Intelligence (spell save DC 15; +7 to hit with spell attacks). It can innately cast the following spells, requiring no components:
At will: guidance, mage hand, vicious mockery, true strike,
1st level (4 slots): charm person, command, comprehend languages, sanctuary
2nd level (3 slots): crown of madness, phantasmal force, see invisibility
3rd level (3 slots): clairvoyance, fear, meld into stone, [Tooltip Not Found]
4th level (3 slots): confusion, stone shape
5th level (2 slots): plane shift, telekinesis
Multiattack. The virnidi uses Sickle twice.
Sickle. Melee Weapon Attack: +8 to hit, reach 5 ft., one creature. Hit: 9 (1d6 + 6) slashing damage plus 9 (2d8) psychic damage.
Mind Blast (Recharge 5–6). The virindi 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 22 (4d8 + 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.
Quiddity Absorption. When the Virindi is hit by an attack, it takes only half of the triggering damage. The remaining damage can be again be split between the Virindi and a willing ally that it can see. This damage cannot be reduced any further.







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