Damage Resistance bludgeoning, piercing, and slashing from nonmagical weapons
Condition Immunities charmed
Brain Collection. The brain collector can store up to ten humanoid brains and use them to enhance its knowledge and power. The destruction of these brains causes the brain collector to lose some of its magical power. Each brain can be attacked (AC 20: 15 hit points). Destroying a single brain deals no damage to the brain collector, but causes it to lose 1d4 unused spellcasting slots, starting with the highest level.
Innate Spellcasting (Psionics). The mind flayer is a 10th-level spellcaster. Its innate spellcasting ability is Intelligence (spell save DC 15; +7 to hit with spell attacks). It can innately cast the following spells, requiring no components:
At will: [Tooltip Not Found], mage hand, minor illusion, true strike
1st level (4 slots): detect magic, ray of sickness, shield, Catapult
2nd level (3 slots): hold person, invisibility, see invisibility, Tasha's Mind Whip
3rd level (3 slots): lightning bolt, fear,
4th level (2 slots): confusion, Phantasmal Killer
5th level (2 slots): dominate person, telekinesis
Multiattack. The brain collector makes three attacks: one with its bite and two with its claws.
Bite Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 9 (1d8 + 5) piercing damage, and the target must succeed on a DC 15 Constitution saving throw or be poisoned for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Claw Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) slashing damage.
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 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 (4d6 + 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.
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