Medium Aberration, Lawful Evil
Armor Class 15 (Breas Plate)
Hit Points 71 (13d8 + 13)
Speed 30 ft.
STR
11 (+0)
DEX
12 (+1)
CON
12 (+1)
INT
19 (+4)
WIS
17 (+3)
CHA
17 (+3)
Saving Throws INT +7, WIS +6, CHA +6
Skills Arcana +7, Deception +6, Insight +6, Perception +6, Persuasion +6, Stealth +4
Senses Darkvision 120 ft., Passive Perception 16
Languages Deep Speech, Telepathy 120 ft., Undercommon
Challenge 8 (3,900 XP)
Proficiency Bonus +3
Traits

Magic Rsistance. The Mindflayer has advantage on spells and other magial effects

Innate Spellcasting (Psionics). The Cult of Thun's innate spellcasting ability is Intelligence (spell save DC 15). The Cult of Thun can innately cast the following spells, requiring no material components:

At will: detect thoughts, Levitate, mage hand, Charm person

3/day each: Dominate Person, mind spike, Wall of Force

1/day each: Dominate Monster, [Tooltip Not Found], teleport

Actions

Tentacles. Melee Weapon Attack: +7 to hit, reach 5 ft., one creature. Hit: 15 (2d10 + 4) psychc damage. If the Target is medium or smaller it is grappled (escape DC 15) and must succeed a DC 15 intelligence saving throw or be stunned until this grapple ends.

Tentacles. Melee Weapon Attack: +7 to hit, reach 5 ft., one incapacitated humanoid that is grappled by the Cult of Thun. Hit: 55 (10d10) Piercing damage. If this damage reduces the target to 0 hitpoints, the Cult of Thun kills the target by extracting it's brain.

Mind Blast (Recharge 5-6). The Cult of Thun 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 a minute. a creature can repeat this saving throw at the end of each of it's turns, ending the effect on a success.

ItsaMe

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