Detect Sentience. The intellect devourer can sense the presence and location of any creature within 300 feet of it that has an Intelligence of 3 or higher, regardless of interposing barriers, unless the creature is protected by a mind blank spell.
Multiattack. The intellect devourer makes one attack with its Claws and uses either Mind Link or Devour Intellect.
Mind Link. The intellect devourer targets one creature it can see within 10 feet of it that has a brain and isn't under the effects of the mind blank spell or similar magic. The target must succeed on a DC 13 Intelligence saving throw against this magic or have the intellect devourer link with the creatures mind.
If this happens, the intellect devourer can also use the Devour Intellect action against the creature as part of the same action. However, when Devour Intellect is used in this way, the creature takes half-damage (none on a successful save) and only loses half the intelligence.
When linked like this, the creatures are fully aware of each others location and don't suffer advantage or disadvantage from attacking due to being obscured (i.e. ignores effects like invisibility or darkness). Additionally the intellect devourer gains the ability to use the Devour Intellect action against a creature it is linked with.
The link is broken if:
Either the intellect devourer or creature die.
Either the intellect devourer or creature are on separate plains of existence.
Either the intellect devourer or creature are more than 20ft apart.
The creature is subjected to the effects of the mind blank spell or similar magic.
Additionally, the Intellect devourer can only have one link established at a time. If a new link is established, the old one is immediately broken.
Claws. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) slashing damage.
Devour Intellect. The intellect devourer forces the creature it is linked with to make a DC 11 intelligence saving throw. On a failure, the creature loses 1d4+1 Intelligence and takes 5 (2d4) psychic damage.. On a success, then the creature takes half-damage and lose no intelligence.
Also the target must make a DC 12 constitution saving throw. On a failure, the creature is stunned until its the end of its next turn or until it takes damage, however an ally can use the help action to remove the stun.
If the target reaches 0 Intelligence then it becomes stunned until it regains at least one point of Intelligence. In this state, the target regains 1 point of Intelligence after a long rest, but must gain the rest back from minor restoration or similar magic.
Body Thief. The intellect devourer initiates an Intelligence contest with an incapacitated humanoid within 5 feet of it that isn’t protected by protection from evil and good. If it wins the contest, the intellect devourer magically consumes the target’s brain, teleports into the target’s skull, and takes control of the target’s body. While inside a creature, the intellect devourer has total cover against attacks and other effects originating outside its host. The intellect devourer retains its Intelligence, Wisdom, and Charisma scores, as well as its understanding of Deep Speech, its telepathy, and its traits. It otherwise adopts the target’s statistics. It knows everything the creature knew, including spells and languages.
If the host body dies, the intellect devourer must leave it. A protection from evil and good spell cast on the body drives the intellect devourer out. The intellect devourer is also forced out if the target regains its devoured brain by means of a wish. By spending 5 feet of its movement, the intellect devourer can voluntarily leave the body, teleporting to the nearest unoccupied space within 5 feet of it. The body then dies, unless its brain is restored within 1 round.
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