Medium Aberration (Mind Flayer), Lawful Evil
Armor Class 17 Natural Armor
Hit Points 135 (18d8 + 54)
Speed 30 ft.
STR
11 (+0)
DEX
12 (+1)
CON
16 (+3)
INT
19 (+4)
WIS
17 (+3)
CHA
17 (+3)
Saving Throws INT +8, WIS +7, CHA +7
Skills Arcana +14, History +9, Insight +8, Perception +8
Damage Resistances Psychic
Condition Immunities Charmed, Frightened
Senses Darkvision 120ft, Passive Perception 18
Languages Common, Deep Speech, Telepathy 120ft, Undercommon
Challenge 10 (5,900 XP)
Proficiency Bonus +4
Traits

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

Psionic Mastery: Xonthal can cast spells using his Intelligence modifier. He can cast the following spells, requiring no material components:

 

Actions

Multiattack: Xonthal makes three attacks with his tentacles.

Tentacles: Melee Weapon Attack: +8 to hit, reach 5 ft., one target. 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 17 Intelligence saving throw or be stunned until this grapple ends.

Extract Brain: Melee Weapon Attack: +8 to hit, reach 5 ft., one incapacitated humanoid grappled by Xonthal. Hit: The target takes 55 (10d10) piercing damage. If this damage reduces the target to 0 hit points, Xonthal kills the target by extracting and devouring its brain.

Mind Blast (Recharge 5-6): Xonthal magically emits psychic energy in a 60-foot cone. Each creature in that area must succeed on a DC 17 Intelligence saving throw or take 27 (5d8 + 5) psychic damage and be stunned for 1 minute. A stunned target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Bonus Actions

Psionic Step: Xonthal can teleport up to 30 feet to an unoccupied space he can see.

Quick Alchemy: Xonthal can use a bonus action to quickly mix a potion or throw an alchemical substance. This can create one of the following effects:

  • Healing Draught: Xonthal heals 2d8 hit points.
  • Acid Flask: Target creature within 30 feet must make a DC 15 Dexterity saving throw or take 2d6 acid damage.
  • Smoke Bomb: Xonthal creates a cloud of smoke in a 10-foot radius centered on him. The area is heavily obscured until the start of his next turn.

 

 

Reactions

Psionic Shield: When Xonthal is hit by an attack, he can use his reaction to gain a +5 bonus to his AC until the start of his next turn.

Description

Xonthal is a grotesque figure, embodying the twisted fusion of mind flayer and alchemist. His head is a pulsating mass of tentacles, each tipped with a wickedly sharp barb. His eyes are cold and unblinking, piercing through the souls of those who dare to meet his gaze. He wears a tattered, blood-stained lab coat, and his hands are encased in thick, leather gloves.

Lair and Lair Actions

On initiative count 20 (losing initiative ties), Xonthal can take a lair action to cause one of the following effects; he can’t use the same effect two rounds in a row:

  • Mind Fog: Xonthal creates a 20-foot-radius sphere of fog centered on a point he can see within 60 feet of him. The fog spreads around corners, and its area is heavily obscured. Each creature in the fog when it appears must succeed on a DC 17 Intelligence saving throw or have disadvantage on Wisdom saving throws and Intelligence checks until the start of Xonthal’s next turn. The fog lasts until initiative count 20 on the next round.
  • Psychic Resonance: Xonthal chooses a point he can see within 60 feet. Each creature within 20 feet of that point must succeed on a DC 17 Wisdom saving throw or take 13 (3d8) psychic damage and be stunned until the end of their next turn.
  • Summon Aberrations: Xonthal summons 1d4 Intellect Devourer or 1d2 Chuul to unoccupied spaces within 30 feet of him. These creatures obey his telepathic commands and act on his initiative count.

Previous Versions

Name Date Modified Views Adds Version Actions
6/21/2024 2:32:50 PM
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Monster Tags: NPCMind FlayerhumanoidmonstrosityPsionic

CudrusWarhammer

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