Medium Aberration (Mind Flayer)
Armor Class 15 breastplate
Hit Points 127 (17d10 + 34)
Speed
STR
15 (+2)
DEX
12 (+1)
CON
15 (+2)
INT
21 (+5)
WIS
19 (+4)
CHA
21 (+5)
Saving Throws INT +9, WIS +8, CHA +9
Skills Arcana +9, Insight +8, Perception +8, Stealth +5
Senses Darkvision 120ft., Passive Perception 18
Languages Deep Speech, Telepathy 2 miles
Challenge 10 (5,900 XP)
Proficiency Bonus +4
Traits

Creature Sense. Zellix is aware of the presence of creatures within 2 miles of it that have an Intelligence score of 4 or higher. It knows the distance and direction to each creature, as well as each creature’s Intelligence score, but can’t sense anything else about it. A creature protected by a mind blank spell, a nondetection spell, or similar magic can’t be perceived in this manner.

Magic Resistance. Zellix has advantage on saving throws against spells and other magical effects.

Innate Spellcasting (Psionics). Zellix's innate spellcasting ability is Intelligence (spell save DC 17). It can innately cast the following spells, requiring no components:

At will: detect thoughts, levitate

1/day each: confusion, dominate monster, eyebite, feeblemind, mass suggestion, plane shift (self only), project image, scrying, telekinesis.

 

Actions

Action Name. Enter the description for your action.

Action Melee Attack. Melee Weapon Attack: +# to hit, reach # ft., # target. Hit: # (#d# + #) [damage type] damage. 

Action Ranged Attack. RangedWeapon Attack: +# to hit, range #/# ft., # target. Hit: # (#d# + #) [damage type] damage.

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.

Evendur_Isaac

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