Medium Aberration, Any Alignment
Armor Class 15 natural armor
Hit Points 135 (18d8 + 54)
Speed 40 ft., Climb 40 ft.
STR
15 (+2)
DEX
16 (+3)
CON
16 (+3)
INT
18 (+4)
WIS
10 (+0)
CHA
13 (+1)
Saving Throws DEX +6, INT +7, CHA +4
Damage Immunities Poison
Condition Immunities Blinded, Exhaustion, Poisoned
Senses Blindsight 120ft, Truesight 30ft, Passive Perception 10
Languages Common, Deep Speech, Telepathy 60ft, Undercommon
Challenge 5 (1,800 XP)
Proficiency Bonus +3
Traits

Detect Sentience. The Brain Tyrant can sense the presence and location of any creature withing 300ft of it that has an Intelligence of 3 or higher, regardless of interposing barriers, unless the creature is protected by a mind blast spell.

Innate Spellcasting (Psionics). The Brain Tyrant's innate spellcasting ability is Intelligence (spell save DC 15, +7 to hit with spell attacks). The Brain Tyrant can cast the following spells requiring no components.

At will: detect thoughts, mage hand, zone of truth
3/day: charm person, hold person
1/day compulsion, hold monster, sleep (at 3rd level), hideous laughter

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

Unusual Nature.  The Brain Tyrant doesn't require air, food, drink, or sleep.

Actions

Multiattack. The Brain Tyrant makes three attacks: one with its tongue and two with its claws.

Claws. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 13 (3d6 + 3) slashing damage. 

Tongue Lash. Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 6 (1d6 + 3) bludgeoning  damage plus 7 (2d6) psychic damage.

Mind Blast (Recharge 5-6).  The Brain Tyrant magically emits psychic energy in a 60ft 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. 

Legendary Actions

Enter the description for how legendary actions work for your monster here.

Legendary Action Name (Costs # Actions). Enter the description for your legendary action.

Mythic Actions

Enter the description for how mythic actions work for your monster here.

Mythic Action Name (Costs # Actions). Enter the description for your mythic action.

Lair and Lair Actions

Enter a description of your monster's lair here.

Lair Actions

On initiative count # (losing initiative ties), the [monster name] takes a lair action to cause one of the following effects; the [monster name] can’t use the same effect two rounds in a row:

  • Enter a description for a lair action.
  • Enter a description for a lair action.

Regional Effects

The region containing a legendary [monster name]’s lair is [enter the effect description], which creates one or more of the following effects:

  • Enter a regional effect description.
  • Enter a regional effect description.

If the [monster name] dies, these effects fade over the course of #d# days.

Monster Tags: Mind Flayerabberation

Habitat: Underdark

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