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:
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At will: detect thoughts, levitate
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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
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.
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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Coming Soon
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