Medium Monstrosity, Chaotic Neutral
Armor Class 15 (natural armor)
Hit Points 57 (6d8 + 30)
Speed 30 ft., climb 30 ft.
STR
18 (+4)
DEX
13 (+1)
CON
18 (+4)
INT
8 (-1)
WIS
12 (+1)
CHA
16 (+3)
Senses Passive Perception 16
Languages Common, Dwarven, Elven (all from Brain Eating)
Challenge 4 (1,100 XP)
Proficiency Bonus +2

 

Brain-Eating. The gu'en-deeko mage possesses the Brain-Eating power (see the base Gu'en-Deeko for details) and currently possesses the brain powers of a a 6th-level human Wizard of the Enchantment School, as well as a Dwarf Commoner and a Spy (see Appendix B: Nonplayer Characters in the Monster Manual, pages 344 and 349).

Cunning Action. On each of its turns, the gu'en-deeko mage can use a bonus action to take the Dash, Disengage, or Hide action.

Dwarf Traits. The gu'en-deeko mage possesses Dwarven Combat Training, Tool Proficiency in mason's tools and Stonecunning.

Spellcasting. The gu'en-deeko mage is a 6th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 13, +5 to hit with spell attacks). The mage has the following wizard spells prepared:

  • Cantrips (at will)fire boltlightmage handprestidigitation
  • 1st level (4 slots)charm personsleepshieldprotection from evil and good
  • 2nd level (3 slots)blurmirror imagehold person
  • 3rd level (3 slots)fireballmajor image

Sneak Attack (1/turn). The gu'en-deeko mage deals an extra 7 (2d6) damage when it hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of the spy that isn't incapacitated and the spy doesn't have disadvantage on the attack roll. 

Actions

Multiattack. The gu'en-deeko makes two fist attacks.

Fist. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) slashing damage.

 

Hypnotic Gaze. As an action, the gu'en-deeko mage can choose one creature that it can see within 5 feet. If the target can see or hear the gu'en-deeko, it must succeed on a DC 13 Wisdom saving throw or be charmed until the end of the gu'en-deeko's next turn. The charmed creature's speed drops to 0, and the creature is incapacitated and visibly dazed.
 On subsequent turns, the gu'en-deeko can use its action to maintain this effect, extending its duration until the end of its next turn. However, the effect ends if it moves more than 5 feet away from the creature, if the
creature can neither see nor hear it, or if the creature takes damage.
 Once the effect ends, or if the creature succeeds on its initial saving throw against this effect, the gu'en-deeko can't use Hypnotic Gaze on that creature again until it finishes a long rest. 

Reactions

Instinctive Charm When a creature the gu'en-deeko mage can see within 30 feet of it makes an attack roll against the gu'en-deeko, it can use its reaction to divert the attack, provided that another creature is within the attack's range. The attacker must make a DC 13 Wisdom saving throw. On a failed save, the attacker must target the creature that is closest to the gu'en-deeko, not including you or itself. If multiple creatures are closest, the attacker chooses which one to target.
 On a successful save, the gu'en-deeko can't use this feature on the attacker again until it finishes a long rest.
 The gu'en-deeko mage must choose to use Instinctive Charm before knowing whether the attack hits or misses. Creatures that can't be charmed are immune to this effect.

Description

This gu'en-deeko was once the servant of a wizard but was tricked into thinking its master plotted its destruction (it ate the brain of an assassin who had been told the wizard wanted to rid himself of his pet). After killing its master and eating his brain, the shock of discovering the truth and the powerful personality of its dead owner drove the gu'en-deeko completely insane and it started dressing and acting like the wizard, believing itself to be that nobleman.

(Originally appeared in White Dwarf Magazine #18 (Apr/May 1980) as part of "The Halls of Tizun Thane" by Albie Fiore.) 

 

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