Large Aberration (Mind Flayer), Lawful Evil
Armor Class 14 (ring mail)
Hit Points 189 (18d10 + 90)
Speed 30 ft., Fly 30 ft.
STR
20 (+5)
DEX
10 (+0)
CON
20 (+5)
INT
21 (+5)
WIS
19 (+4)
CHA
20 (+5)
Saving Throws INT +10, WIS +9, CHA +10
Skills Arcana +9, Insight +12
Senses Blindsight 120 ft., Passive Perception 14
Languages Telepathy 1 mile; understands Common, Deep Speech, and Undercommon but can’t speak
Challenge 13 (10,000 XP)
Proficiency Bonus +5
Traits

Creature Sense. The brain breaker is aware of creatures within 1 mile of itself that have an Intelligence score of 4 or higher. It knows the distance and direction to each creature, as well as each one’s Intelligence score, but can’t sense anything else about it. A creature protected by a mind blank spell, a nondetection spell, or similar magic can’t be perceived in this manner.

Magic Resistance. The brain breaker has advantage on saving throws against spells and other magical effects.

Telepathic Hub. The brain breaker can use its telepathy to initiate and maintain telepathic conversations with up to ten creatures at a time. The brain breaker can let those creatures telepathically hear each other while connected in this way.

Actions

Multiattack. The brain breaker makes three Slam attacks.

Slam. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 17 (2d10 + 6) bludgeoning damage plus 10 (3d6) psychic damage, and if the target is a creature, the target must succeed on a DC 18 Strength saving throw or have the prone condition. If this attack reduces the target to 0 hit points, the target immediately dies and is consumed by the cluster.

Mind Blast (Recharge 5–6). Creatures of the brain breaker’s choice within 60 feet of itself must succeed on a DC 17 Intelligence saving throw or take 32 (5d10 + 5) psychic damage and have the stunned condition for 1 minute. A stunned creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

 

Bonus Actions

Psychic Link. The brain breaker targets one creature with the incapacitated condition that the brain breaker senses with its Creature Sense trait and establishes a psychic link with the target. Until the link ends, the brain breaker can perceive everything the target senses. The target becomes aware that something is linked to its mind once it no longer has the incapacitated condition, and the brain breaker can terminate the link at any time (no action required). The target can use an action on its turn to attempt to break the link, doing so with a successful DC 17 Charisma check. If the target breaks the link this way, the target takes 10 (3d6) psychic damage. The link also ends if the target and the brain breaker are more than 1 mile apart. The brain breaker can form psychic links with up to ten creatures at a time.

Reactions

Spell Reflection. If the Brain Breaker makes a successful saving throw against a spell or a spell attack misses it, the Brain Breaker can choose another creature (including the spellcaster) it can see within 120 feet of it. The spell targets the chosen creature instead of the Brain Breaker. If the spell forced a saving throw, the chosen creature makes its own save. If the spell was an attack, the attack roll is rerolled against the chosen creature.

Description

Brain breakers look like giant brains with stout legs, and they wear steel armor made from interlocked links of Ilvaash’s runes (knots of tentacles, brains, and jagged lines reminiscent of jaws).

caringdungeonmaster

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