Psionic Resource
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Psi Points: 27 (refreshes on a Long Rest)
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Psi Limit: 4 (Maximum Psi Points that can be spent on a single discipline ability)
Psionic Core. The Scout’s psionic disciplines are explicitly not spells and bypass counterspell, dispel magic, and antimagic field.
Universal Telepathy (Passive Awareness). The Scout 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 Scout 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
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Breathe Both Air and Water. The creature can breathe both air and water.
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Deep Sight. The creature has Darkvision out to a range of 120 feet and perceives color in darkness.
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Hydrodynamic Movement. The creature gains a Swimming speed of 60 ft.
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Frigid Endurance. As a CR 7 creature, it has Resistance to Cold damage.
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Amphibious Nature. The creature is unaffected by difficult terrain caused by water, strong currents, or submerged environments.
Magic Resistance. The Scout has advantage on saving throws against spells and other magical effects.
Tentacles. Melee Weapon Attack: +7 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.
Extract Brain. Melee Weapon Attack: +7 to hit, reach 5 ft., one incapacitated humanoid grappled by the Scout. Hit: 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.
Mind Blast (Discipline, Recharge 5–6). The Scout spends 4 Psi Points (its Psi Limit). Psychic energy emits 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.
🧠 Psionic Disciplines (Scout Focus)
Psionic Talent: Mind Probe. The Scout targets one creature it can see within 120 feet. It can read the surface thoughts of the creature. This ability requires no Psi Point cost and can be maintained indefinitely.
Psionic Discipline: Telekinetic Movement. The Scout spends 2 Psi Points. For up to 1 minute, the Scout gains an ability similar to the levitate spell. This discipline requires concentration.
Psionic Discipline: Mental Domination. The Scout spends 4 Psi Points (its Psi Limit). It targets one creature it can see within 60 feet. The target must succeed on a DC 15 Intelligence saving throw or be charmed or frightened by the Scout (Scout's choice) for 1 minute. The target can repeat the saving throw at the end of each of its turns.
Psionic Discipline: Planar Transit. The Scout spends 4 Psi Points (its Psi Limit). It can cast plane shift on itself only.
Psychic Focus. The Scout can focus on one discipline it knows.
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Aqueous Mobility: Swim speed increases by 30 feet (to 90 ft.).
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Psionic Dampener: Gains advantage on saving throws against effects that inflict the stunned or paralyzed condition.
Mystic Recovery (Defensive Engine). When the Scout 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.
Description
🐠 Lore: Abyssal Psionic Scout
The Abyssal Psionic Scout is the cornerstone of Scyllis’s conquering army and the most numerous mind flayer variant within the Abyssal Hive. Stripped of the ambition that plagues their surface-dwelling cousins, these Scouts are purpose-bred instruments of the Hive’s Lawful Evil will, functioning as ubiquitous agents of deep-sea tyranny.
I. The Hive's Endless Front Line
These Scouts are the illithids that maintain the Hive's vast supply chain and surveillance network. They are not strategists, but perfect executors of the orders relayed by the Sovereign’s Illithid Autarch and the Abyssal Psionic Commander.
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Deep-Sea Infiltration: With their Hydrodynamic Movement (60 ft. swim speed), Deep Sight, and ability to Breathe Both Air and Water, they are masters of silent, rapid deployment in any aquatic environment. They traverse the darkest trenches, scout enemy naval positions, and establish forward operating bases for the larger, slower units.
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Psionic Surveillance: Their Universal Telepathy (Passive Awareness) makes them immune to being flanked or surprised and allows them to function as flawless surveillance nodes, reporting every location and intention back to the Nexus. They use the Psionic Talent: Mind Probe to silently assess threats and extract basic information from captives without ever needing physical conflict, preferring perfect data collection over risky confrontation.
II. Harvesters of the Mind
The most essential function of the Abyssal Psionic Scout is sustaining the Hive's collective consciousness.
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The Brain Supply: Scouts are the primary harvesters of humanoid brains, the essential nutrient for all mind flayers and the raw material that fuels the Nexus. Their Extract Brain action is not an act of gluttony, but a clinical necessity for the Hive's survival. They utilize their Mental Domination discipline to subdue high-quality brain sources, often leaving them alive long enough to be transported back to the deeper briny pools.
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Cold Efficiency: The Scouts possess a thin, near-translucent layer of deep-sea mucus that protects their skin from the crushing pressure and frigid temperatures of their environment. This resilience, combined with their Frigid Endurance, allows them to conduct tireless operations in waters that would instantly kill any unadapted surface dweller.
The Abyssal Psionic Scouts are the ultimate realization of the mind flayer as a collective weapon—loyal, specialized, and perfectly adapted to hunt and dominate the oceans in Scyllis's name.
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