Medium Aberration (Mind Flayer), Lawful Evil
Armor Class 18 Breast Plate
Hit Points 160 (18d8)
Speed 30 ft., While on foot. 60 ft while mounted on horse.
STR
12 (+1)
DEX
18 (+4)
CON
16 (+3)
INT
19 (+4)
WIS
17 (+3)
CHA
12 (+1)
Saving Throws DEX +9, INT +9, WIS +8
Skills Arcana +7, Deception +6, Insight +6, Perception +6, Persuasion +6, Stealth +6
Damage Resistances Piercing, Psychic
Senses Darkvision, Passive Perception 16
Languages Common, Deep Speech, Undercommon
Challenge 15 (13,000 XP)
Proficiency Bonus +5
Traits

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: Detect Thoughts, Levitate.  1/day each: Dominate monster, plane shift (self only)

Actions

 

TentaclesMelee 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 BrainMelee 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.

Its High Noon. Ranged Weapon Attack: +7 to hit, reach 30ft/10 m., 1 target or 6 targets Hit: 14 (6d8 + 4) [Piercing] damage.

Bonus Actions

the mind flayer has only one bonus action per fight

Assunox's Pride - Adds an adittional action to Assunox for two turns

Reactions

Quick Draw. If a creature that is threatened attempts to move out of range, the mind flayer quick draws two revolvers doing (Hit 15) 2d6 + 4

Legendary Actions

Triggers the turn after the mind flayer reaches 20> health

 6 At a Time(Costs Only Legendary Action). The mind flayer loads explosive rounds into all 6 of their revolvers and fires them either at one creature or 6 different for 6d6

Description

The head of a bandit gang able to wield 6 firearms at once in its hands and 4 tentacles.  Assunox wears a long flowy cloak and a black cowboy hat over its traditional mind flayer breastplate.  Assunox is the fastest gun in the west and he'll let you know it.

Lair and Lair Actions

Enter a description of your monster's lair here.

Lair Actions

On initiative count # (losing initiative ties), the [monster name] takes a lair action to cause one of the following effects; the [monster name] can’t use the same effect two rounds in a row:

  • Enter a description for a lair action.
  • Enter a description for a lair action.

Regional Effects

The region containing a legendary [monster name]’s lair is [enter the effect description], which creates one or more of the following effects:

  • Enter a regional effect description.
  • Enter a regional effect description.

If the [monster name] dies, these effects fade over the course of #d# days.

Monster Tags: Mind Flayerabberationhumanoid

Habitat: DesertForestGrasslandUrban

kalerehm

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