Medium Aberration, Chaotic Evil
Armor Class 15 Breastplate
Hit Points 71 (13d8 + 13)
Speed 30 ft.
STR
11 (+0)
DEX
12 (+1)
CON
12 (+1)
INT
19 (+4)
WIS
17 (+3)
CHA
19 (+4)
Saving Throws INT +7, WIS +6, CHA +7
Skills Arcana +7, Deception +7, Insight +6, Perception +6, Performance +7, Persuasion +7, Stealth +4
Senses Darkvision 120 ft., Passive Perception 16
Languages Common, Deep Speech, Telepathy 60 ft., Undercommon
Challenge 8 (3,900 XP)
Proficiency Bonus +3
Traits

Magic Resistance. The mime flayer has advantage on saving throws against spells and other magical effects.

Innate Spellcasting (Psionics). The mime flayer’s innate spellcasting ability is Intelligence (spell save DC 15). It can innately cast the following spells, requiring no components:

At will: detect thoughtslevitate

1/day each: dominate monsterplane shift (self only)

Spellcasting. The mime flayer is a 13th-level spellcaster. Its spellcasting ability is Charisma (save DC 15, +7 to hit with spell attacks). The mime flayer has the following bard spells prepared:

Cantrips (at will): dancing lightsfriendsminor illusionvicious mockery

1st level (4 slots): banecharm persondisguise selfdissonant whispershideous laughter

2nd level (3 slots): crown of madnessinvisibilitysilence

3rd level (3 slots): fearhypnotic pattern

4th level (3 slots): confusionhallucinatory terrain

5th level (2 slots): geasmislead

6th level (1 slot): otto's irresistible dance

7th level (1 slot): forcecage

Actions

Tentacles. Melee Weapon Attack: +7 to hit, reach 5 ft., one creature. Hit: 15 (2d10 + 4) psychic damage. If the target is Medium or smaller, it is grappled (escape DC 15) and must succeed on a DC 15 Intelligence saving throw or be stunned until this grapple ends.

Extract Brain. Melee Weapon Attack: +7 to hit, reach 5 ft., one incapacitated humanoid grappled by the mime flayer. Hit: The target takes 55 (10d10) piercing damage. If this damage reduces the target to 0 hit points, the mime flayer kills the target by extracting and devouring its brain.

Mind Blast (Recharge 5–6). The mime 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 22 (4d8 + 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.

Description

The mime flayer is one particular mind flayer separated from its colony an unknown period of time ago.

In its flight out of the Underdark and away from its elder brain master, it found a series of humorous adventurers and bards to tell it stories and jokes before it ate their brains. This preference for brains with a funny taste sent the mind flayer looking for a way to ingratiate itself towards more brains. So, it joined a circus. In the circus it served as bizarre beast from deep below the surface. People would pay to look through small holes to take a peek at the mind flayer. But, of course, one or two clowns went missing and so the mind flayer was also a clown. This was not as successful, scared brains are much less to the liking of the mime flayer than brains that had been eaten mid laugh, but they sufficed when it was hungry. The current location of the mime flayer is unknown, it is reported to appear in a carnival halfway across the continent one day and then appear in the parade right down the street the other. Either way, it uses its wiles and wits to make you laugh before consuming your brain. If that doesn't work, it resorts to bardic magics it's picked up from its victims. If that still fails, it will simply eat your brain anyways.

Monster Tags: Mind Flayer

Habitat: Urban

Astromancer

Comments

  • To post a comment, please or register a new account.
Posts Quoted:
Reply
Clear All Quotes