Medium Aberration, Neutral Evil
AC 15 Natural Armor    Initiative +3 (13)
HP 60 (10d10 + 18)
Speed 40 ft., Climb 40 ft.
Mod Save
STR 18 +4 +7
DEX 16 +3 +3
CON 16 +3 +6
Mod Save
INT 13 +1 +1
WIS 12 +1 +1
CHA 7 −2 −2
Skills Arcana +3, Insight +4, Perception +4, Stealth +5
Resistances Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Senses Truesight 120 ft.; Passive Perception 17
Languages Deep Speech, Telepathy 120 ft, Undercommon
CR 5 (XP 1,800; PB +3)
Traits

Keen Sight. The Amalgus Nothic Horror has advantage on Wisdom (Perception) checks that rely on sight.

Magic Resistance. The mind flayer arcanist has advantage on saving throws against spells and other magical effects.

Innate Spellcasting (Psionics). The mind flayer arcanist’s innate spellcasting ability is Intelligence (spell save DC 12). It can innately cast the following spells, requiring no components:

At will: detect thoughts

1/day each: plane shift (self only)

Spellcasting. The mind flayer arcanist is a 10th-level spellcaster. Its spellcasting ability is Intelligence (save DC 15, +7 to hit with spell attacks). The mind flayer arcanist has the following wizard spells prepared:

Cantrips (at will): mage hand, shocking grasp

1st level (4 slots): detect magic, shield

2nd level (3 slots): blur (self only), invisibility (self only)

3rd level (2 slots): haste (self only at start of combat)

Actions

Multiattack. The Amalgus Nothic Horror makes two Claw attacks.

Claw. Melee Attack Roll: +6, reach 10 ft. Hit: 10 (4d6 + 3) Slashing damage.

Rotting Gaze. Constitution Saving Throw: DC 13, one creature the nothic can see within 120 feet. Failure: 17 (5d6) Necrotic damage. Success: Half damage.

Bonus Actions

Weird Insight (Recharge 6). Wisdom Saving Throw: DC 14, one creature the nothic can see within 120 feet. Failure: The Amalgus Nothic Horror magically learns one fact or secret about the target.

Mind Blast (Recharge 5–6). The Amalgus Nothic Horror magically emits psychic energy in a 30-foot cone. Each creature in that area must succeed on a DC 12 Intelligence saving throw or take 18 (4d8)  psychic damage and have the stunned condition until the end of its next turn.

Reactions

Parry. The Amalgus Nothic Horror adds 3 to its AC against one melee attack roll that would hit it. To do so, the Amalgus Nothic Horror must see the attacker.

Habitat: Planar (Astral Plane)Underdark

FunnyMan165

Comments

Posts Quoted:
Reply
Clear All Quotes