Minotaur master. If a Minotaur dies within 100 feet of Cru-al-kee they reanimate as a Minotaur skeleton serving Cru-al-kee.
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: astral plane, detect thoughts, dominate monster, levitate, plane shift (self only), suggestion,
- Multiattack. The mind flayer can make four attacks with its tentacles or one attack with its extract brain ability if conditions are met.
- Tentacles. Melee Weapon Attack: +7 to hit, reach 5 ft., one creature. Hit: 2 (1d4) psychic damage. If the target is Large or smaller, it is grappled (escape DC 15) and must succeed on a DC 15 Strength saving throw or suffer automatic damage in the next round. Add +2 to the escape DC for each tentacle grappling the target. If at any moment the target is grappled by four tentacles, then the mind flayer can activate the extract brain ability as a swift action.
- Tentacles. Melee Weapon Attack: +7 to hit, reach 5 ft., one creature. Hit: 15 (2d10 + 4) 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., one incapacitated humanoid grappled by the mind flayer. Hit: The target takes 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 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.
- Mind Blast. The mind flayer magically emits psychic energy in a 60-foot cone. Each creature in that area must succeed on a DC 19 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.
Description
The mind flayer, is an evil and feared creature of the Underdark; its powers are formidable and it feeds on the brains of any creature it encounters.
Using arcane powers, it enslaves or destroys its foes, which include such powerful creatures as drow and Kou-to.
Mind Flayers stand about 6 feet tall and have hideous mauve skin that glistens with slime.
The head resembles an octopus, with white eyes (no pupils are evident) and four tentacles around its mouth, a round, many-toothed orifice like that of a lamprey.
The creature has three reddish fingers and a thumb on each hand.
Mind Flayers have darkvision. They can communicate with any creatures via innate telepathy; they have no spoken language, although they often accompany their thoughts with hissing, and the eager lashing of their tentacles.
Mind flayers dress in flowing robes, often with high, stiff collars, adorned with symbols of death and despair.
Comments