Large Aberration (Mind Flayer), Lawful Evil
Armor Class 15 Natural Armor
Hit Points 127 (17d10 + 34)
Speed 30 ft., Swim 60 ft.
STR
15 (+2)
DEX
12 (+1)
CON
15 (+2)
INT
21 (+5)
WIS
19 (+4)
CHA
21 (+5)
Saving Throws INT +9, WIS +8, CHA +9
Skills Arcana +9, Insight +8, Perception +8, Stealth +5
Damage Resistances Cold, Psychic
Senses Darkvision 120 ft., Truesight 120 ft., Passive Perception 18
Languages Deep Speech, Undercommon Telepathy 120 ft.
Challenge 9 (5,000 XP)
Proficiency Bonus +4
Traits

Psionic Resource

  • Psi Points: 22 (refreshes on a Long Rest)

  • Psi Limit: 5 (Maximum Psi Points that can be spent on a single ability)

Psionic Core. The Commander's psionic disciplines are explicitly not spells and bypass counterspell, dispel magic, and antimagic field.

Universal Telepathy (Passive Awareness). The Commander has constant location awareness, immunity to surprise, and universal language translation within 120 feet of it.

Flexible Save (Strength of Mind). After a Long Rest, the Commander can change one of its saving throw proficiencies (INT, WIS, or CHA) to any other single saving throw it is not already proficient in.

 

🌊 Aquatic Variant Features

 

  • Breathe Both Air and Water. The creature can breathe both air and water.

  • Deep Sight. The creature has Darkvision out to a range of 120 feet and perceives color in darkness.

  • Hydrodynamic Movement. The creature gains a Swimming speed of 60 ft. (2x walking speed).

  • Frigid Endurance. The creature has Resistance to Cold damage (as CR 9).

  • Amphibious Nature. The creature is unaffected by difficult terrain caused by water, strong currents, or submerged environments.

Creature Sense. The Commander is aware of creatures within 2 miles of it that have an Intelligence score of 4 or higher.

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

Psionic Hub. The Commander maintains its psychic link with the Sovereign's Abyssal Nexus regardless of the distance between them (on the same plane). If the Commander is more than 5 miles away, it can end the link (no action required).

Actions

Tentacles. Melee Weapon Attack: +9 to hit, reach 10 ft., one creature. Hit: 27 (4d10 + 5) psychic damage. If the target is Large or smaller, it is grappled (escape DC 14) and must succeed on a DC 17 Intelligence saving throw or be stunned until this grapple ends.

Extract Brain. Melee Weapon Attack: +9 to hit, reach 5 ft., one incapacitated Humanoid grappled by the Commander. Hit: 55 (10d10) piercing damage. If this damage reduces the target to 0 hit points, the Commander kills the target by extracting and devouring its brain.

Mind Blast (Discipline, Recharge 5–6). The Commander spends 5 Psi Points (its Psi Limit). Psychic energy emits in a 60-foot cone. Each creature in that area must succeed on a DC 17 Intelligence saving throw or take 31 (4d12 + 5) psychic damage and be stunned for 1 minute. A target can repeat the saving throw at the end of each of its turns.

Psionic Power: Mental Domination (Discipline). The Commander spends 5 Psi Points. It targets one creature it can see within 60 feet. The target must succeed on a DC 17 Intelligence saving throw or be charmed or frightened by the Commander (Commander's choice) for 1 minute. The target can repeat the saving throw at the end of each of its turns.

Bonus Actions

Psychic Focus. The Commander can focus on one discipline it knows. It gains a concentration-free benefit until it focuses on another discipline, or is incapacitated.

  • Heightened Awareness: Gains advantage on all Wisdom (Perception) checks.

  • Aqueous Mobility: Swim speed increases by 30 feet.

  • Psychic Shield: Gains a +2 bonus to its AC.

Mystic Recovery (Defensive Engine). When the Commander spends Psi Points, it can use its Bonus Action on the same turn to gain temporary hit points equal to the number of Psi Points spent.

Psionic Power: Telekinetic Step (Discipline). The Commander spends 2 Psi Points. As a bonus action, it teleports up to 30 feet to an unoccupied space it can see.

Description

👑 Lore: Abyssal Psionic Commander

 

 

I. The Hive's Elite Field Agent

 

The Abyssal Psionic Commander is a Lawful Evil field marshal, manufactured by Scyllis to bridge the gap between the Sovereign’s Abyssal Nexus (the immobile command hub) and the Aberrant shock troops (Bloodletters and Death Tyrants). Unlike a traditional Ulitharid, which carries the ambition to become a new Elder Brain, the Commander is engineered with unwavering, absolute loyalty to Scyllis, making it the perfect emissary and tactical coordinator.

Scyllis's unique creation process ensures that the Commander retains the high intellect and natural psychic power of its illithid origin but channels those traits through the filter of Lawful Evil subservience. Its very existence is proof that Scyllis can produce highly intelligent, high-CR lieutenants without risking internal strife or rebellion.

 

II. Adaptive Aquatic Dominance

 

The Commander is designed for speed, command, and close-quarters psychic combat across Scyllis’s vast deep-sea domain:

  • Triple-Speed Assault: With its Hydrodynamic Movement granting a 60 ft. swim speed, the Commander is far swifter than its air-breathing counterparts. It uses its Telekinetic Step discipline to instantaneously teleport, often closing the distance to a target before they can react, setting up its devastating Tentacles attack.

  • Perpetual Awareness: The Universal Telepathy (Passive Awareness) extends its senses far beyond its natural sight, allowing it to navigate the darkest, most confusing trenches without ever being surprised. This information is critical for coordinating the less intelligent Aberrations under its command.

  • Psychic Control: The Commander's primary duty is to ensure operational efficiency. It uses its Mind Blast and Mental Domination disciplines not just to kill, but to rapidly stun or charm key enemy leaders, immediately turning their tactical effectiveness against their own allies. This is a cold, strategic application of psychic power, characteristic of the Hive's Lawful alignment.

 

III. The Nexus Link

 

The Abyssal Psionic Commander is the lifeline of the Abyssal Hive's control network.

  • Extending the Sovereign's Reach: The Psionic Hub trait is paramount. It allows the Commander to maintain a psychic link with the Sovereign’s Abyssal Nexus across any distance on the same plane. This means the Commander is always under direct, real-time command from Scyllis's central proxy, receiving and relaying commands and tactical data instantly, regardless of how far it patrols into uncharted waters.

  • The Brain Extractor: While its primary role is strategic, the Commander retains the ability to Extract Brain from incapacitated humanoids. This serves a dual purpose: eliminating threats and providing high-quality biomass to fuel the Nexus's transformation process, reinforcing the entire structure of the Abyssal Hive.

The Abyssal Psionic Commanders are the essential cogs in Scyllis's war machine, ensuring that every aberrant creature, from the tiniest Scout to the largest Bloodletter, moves with synchronized, terrifying purpose across the abyssal floor.

Habitat: Underwater

SurgDexil

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