Medium Aberration, Lawful Evil
Armor Class 11 Leather Armor
Hit Points 185 (11d6 + 1)
Speed 30 ft., Walk 30 ft.
STR
12 (+1)
DEX
14 (+2)
CON
12 (+1)
INT
20 (+5)
WIS
18 (+4)
CHA
18 (+4)
Saving Throws INT +8, CHA +7
Damage Vulnerabilities Radiant
Damage Resistances Bludgeoning and Piercing from nonmagical attacks
Damage Immunities Psychic
Condition Immunities Exhaustion
Senses Darkvision 60, Truesight 10ft, Passive Perception 14
Languages All, Telepathy 120ft
Challenge 8 (3,900 XP)
Proficiency Bonus +3
Traits

Legendary Resistance (1/Day). The Creature is visibly surrounded by a mysterious Aura during combat. If the Creature fails a saving throw or gets hit by an attack, the Creature can choose to succeed the save or to negate all damage from the attack. Using a charge of this Ability, visibly weakens the Aura of this trait.

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 16). It can innately cast the following spells, requiring no components:

  • At will: detect thoughts, levitate

  • 1/day each: dominate monster, plane shift (self only)

Spellcasting. Angamar is a 11-level spellcaster. Its spellcasting ability is Intellegance (spell save DC 16, +8 to hit with spell attacks). Angamar has following Wizard spells prepared:

Cantrips (at will): Blade Ward, Mage Hand, Shocking Grasp, Dancing Lights.

1nd level (4 slots): Detect Magic, Disguise Self, Sleep, Sheild, Mage Armor

2rd level (3 slots) Ray of enfeeblement, Blur, Invisibility

3th level (3 slots): Clairvoyance, Lightning bolt, Sending

4th level (3 slots): Confusion, Hallucinatory Terrain

5th level (2 slots): Telekinesis, Wall of Force

6th level (1 slots): Create Undead

Actions

Tentacles. Melee Weapon Attack: +6 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.

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.

Extract Brain. Melee Weapon Attack: +6 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.

 

 

Legendary Actions

Angamar can take 2 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of ad12nother creature’s turn. Angamar regains spent legendary actions at the start of its turn. Legendary Action

Teleport (Costs 2 Actions). Angamar can magical teleport to a location within 30 feet of him.

Tentacles (Coast 1 Actions). Angamar attacks with his Tentacles.

Previous Versions

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