| Mod | Save | ||
|---|---|---|---|
| STR | 3 | −4 | −4 |
| DEX | 17 | +3 | +3 |
| CON | 13 | +1 | +1 |
| Mod | Save | ||
|---|---|---|---|
| INT | 1 | −5 | −5 |
| WIS | 12 | +1 | +1 |
| CHA | 10 | +0 | +0 |
Detect Sentience. The ustilagor can sense the presence and location of any creature within 300 feet of it that has an Intelligence of 3 or higher, regardless of interposing barriers.
Jumper. The ustilagor's jump distance is determined using its Dexterity rather than its Strength.
Acid Tendril. Melee Attack Roll: +5, reach 5 ft. Hit: 5 (1d4 + 3) Acid damage.
Emotional Projection. The ustilagor casts Calm Emotions without requiring spell components, using Wisdom as the spellcasting ability (spell save DC 11).
Aversion. Wisdom Saving Throw: DC 11, one Humanoid within 20 feet. Failure: The creature has the Frightened condition. If the Frightened creature ends its turn more than 20 feet away from the target, the creature makes a Wisdom saving throw. On a successful save, the creature is no longer affected by the ustilagor. A creature that successfully saves against this effect is immune to it for 1 minute, after which it can be affected again.
Description
When a mind flayer subjects a sentient brain to a potion of their devising, the brain develops legs and grows a long tendril. These mindless larvae are the juvenile form of the much more terrifying intellect devourer, but they do not yet possess the ability to consume brains or control bodies. Rather, they now have the simple ability to influence emotions and terrify their victims.
Previous Versions
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8/18/2023 5:09:20 PM
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5
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Coming Soon
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10/21/2025 7:42:59 PM
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18
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0
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Coming Soon
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