Action Surge. The Mind Flayer takes one additional action this turn. It must finish a short or long rest before it can use this ability again.
Magic Resistance. The mind flayer has advantage on saving throws against spells and other magical effects.
Innate Spellcasting (Psionics). The mind flayer’s innate spellcasting ability is Intelligence (spell save DC 15). It can innately cast the following spells, requiring no components:
At will: detect thoughts, levitate
1/day each: Geas, plane shift (self only)
Psionic Thrust. The mind flayer propels its weapons with psionic force. Once per turn, when it makes a successful melee weapon attack, the mind flayer may deal an additional 8 (1d10+3) psychic damage.
Telekinetic Strike. When the mind flayer deals psychic damage, it can force one of the targets to make a DC 15 Strength saving throw. If the save fails, the target is knocked prone and moved up to 10 feet in any direction horizontally.
Multiattack. The mind flayer makes two melee weapon attacks using its Longsword or Tentacles, or two ranged weapon attacks with its Longbow.
Longsword. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) slashing damage, or 8 (1d10 + 3) slashing damage if used with two hands.
Longbow. Ranged Weapon Attack: +7 to hit, range 150/600 ft., one target. Hit: 7 (1d8 + 3) piercing damage.
Telekinesis. The mind flayer can move an object or a creature with its mind. As an action, the mind flayer targets one loose Large or smaller object within 30 feet that it can see or one willing creature, other than itself. The mind flayer can move it up to 30 feet to an unoccupied space it can see. Alternatively, if it is a Tiny object, the mind flayer can move it to or from its hand. This ability can be used once per long or short rest.
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 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 5–6). 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 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.
Psi-Flight. As a bonus action, the mind flayer can propel its body with its mind. It gains a flying speed of 60 feet until the end of the current turn. Once it takes this bonus action, it can’t do so again until it finishes a short or long rest.
Second Wind. As a bonus action, the Mind Flayer can regain hit points equal to 1d10 + 8. The Mind Flayer must finish a short or long rest before using it again.
Protective Field. When the mind flayer or another creature it can see within 30 feet of it takes damage, as a reaction, the mind flayer creates a momentary shield of telekinetic force, reducing the damage taken by 8 (1d10+3).
Description
Iron Tentacle of War. Ur-Mind illthid fighters are the organized backbone of the military forces of an Ur-Mind colony, and command legions of enslaved troops. These fighters are also assigned to accompany other mind flayers and protect them when they venture onto the surface, and are tasked with learning additional fighting styles, techniques, weapons, and developing their tacitcal skills. Ur-Mind illithid fighters are trained as field commanders for squads of slaves and thralls such as quaggoths, ogres, and duergar and are usually accompanied by at least four such creatures.
Comments