Tiny Aberration, Neutral Evil
Armor Class 8
Hit Points 11 (2d6 + 3)
Speed 25 ft.
STR
8 (-1)
DEX
14 (+2)
CON
12 (+1)
INT
14 (+2)
WIS
2 (-4)
CHA
2 (-4)
Saving Throws DEX +4, INT +4
Damage Immunities Psychic
Senses Passive Perception 15
Languages --
Challenge 1 (200 XP)
Proficiency Bonus +2
Traits

Insidious Lurker. The brain invader has advantage on Dexterity (Stealth) checks while stationary.

 

Actions

Cranial Invasion. The brain invader attempts to enter target creature's skull within 5 feet. The target must make a DC 15 Dexterity saving throw. On a failed save, the brain invader successfully enters the target creatures skull and they suffer 1d6+3 [psychic] damage.

At the beginning of the target creatures subsequent turns, they must make a DC 15 Intelligence saving throw. On a failed save, the target creature suffers 1d8+3 [psychic] damage. On a success, the brain invader is forcefully disconnected from the target creatures brain, stunning it within the target creatures skull.

Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d4 + 3) [piercing] damage. 

Jellification. Melee Weapon Attack: +8 to hit,  one target. Hit: 20 (2d12 + 6) [psychic] damage. The brain invader must be withing a target creatures skull to use this action. If this attack reduces a target creature to 0 hit points, their brain turns into a viscous jelly, and pours out of its ears/eyes/other orifice, killing it immediately.

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.

Description

Enter a general description for your monster here.

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.

ChiefTigre

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