Medium Aberration, Lawful Evil
Armor Class 17
Hit Points 145 (15d8 + 5)
Speed 35 ft., Walk 35 ft., Swim 35 ft., Swim 35 ft.
STR
14 (+2)
DEX
16 (+3)
CON
18 (+4)
INT
10 (+0)
WIS
16 (+3)
CHA
10 (+0)
Saving Throws DEX +6, CON +7
Damage Resistances Acid, Bludgeoning, Cold, Fire, Lightning, Thunder
Condition Immunities Charmed, Frightened, Poisoned
Senses Darkvision 120ft, Passive Perception 16
Languages Slaad, illithid
Challenge 6 (2,300 XP)
Proficiency Bonus +3
Traits

Magic Resistance. The Cerebral Slaad has advantage on saving throws against spells and other magical effects

Regeneration. The Cerebral Slaad regains 10 hit points at the start of it's turn as long as it has at least one hit point

Psionic Shield. The Cerebral Slaad has resistance to psychic damage from spells and magical effects 

Actions

Multiattack. The Cerebral slaad makes three claw attacks.

Corrupting Bite. Melee Weapon Attack: +3 to hit, reach 10 ft., 1 target. Hit: 17 (3d8 + 5) piercing damage. The target must also make a DC16 Constitution saving throw or have an Illithid tadpole implanted in it's flesh. The tadpole cannot be detected by magic and makes it's way to the brain. After 1 month, the creature hosting the tadpole begins to have purple skin and begins to grow tentacles, after a week of this the creature dies and instantly rises as a mind flayer. This process can be stopped by a lessor or greater restoration spell or an effect that removes the diseases, killing the tadpole.

Claw. Melee Weapon Attack: +3 to hit, reach 5ft., One target. Hit: 20 (2d10+10) slashing damage

Reactions

Chaotic Origin. In response to taking damage, the Cerebral Slaad can gain resistance to that type of damage for 1 minute. The Cerebral Slaad can't use this reaction again until the previous minute ends

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

When Mind Flayers first ventured into Limbo, they had come across Slaadi. Intrigued they had begun experimentations on red Slaadi, forcing them to undergo ceremorphis. These experiments had led to the creation of Cerebral Slaads, appearing as normal red Slaads except that their mouths were able to launch a smaller tongue that function as a mouth, allowing them to implant Illithid tadpoles into their victims. They also had developed a thirst for blood that unless satiated, would force them to turn on their Illithid masters. Not many are found in mind flayer hives but they still can be found serving lone mindflayers and other creatures that can satiate their temptations.

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 Flayer

Habitat: Underdark

ThickGatorade

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