| Mod | Save | ||
|---|---|---|---|
| STR | 11 | +0 | +0 |
| DEX | 18 | +4 | +7 |
| CON | 12 | +1 | +1 |
| Mod | Save | ||
|---|---|---|---|
| INT | 20 | +5 | +8 |
| WIS | 18 | +4 | +7 |
| CHA | 16 | +3 | +6 |
Magic Resistance. The brain bender has Advantage on saving throws against spells and other magical effects.
False Priest. The brain bender is one of nine hand(?) selected priests of the false hydra that it serves. The brain bender can alert or summon the hydra at any point.
Quarterstaff. Melee Weapon Attack: +3, reach 5 ft. Hit: 1d8 bludgeoning damage.
Tentacles. Melee Attack Roll: +5, reach 5 ft. Hit: 9 (2d8) acid damage. If the target is a medium or smaller creature, it has the grappled condition (escape DC 12) from all the brain bender's tentacles, and has the stunned condition until the grapple ends. The brain bender cannot take this action if it already has a grappled creature.
Infect. Constitution Saving Throw: DC 15, grappled creatures only. Failure: 18 (4d8) acid damage. Success: half damage. Failure or Success: If the creature dies to this, it dies and becomes a twisted version of itself.
Mind Blast (Recharge 5-6). Intelligence Saving Throw: DC 15, each creature in a 60 foot cone. Failure 27 (6d8) psychic damage, and the creature has the stunned condition until the end of the brain bender's next turn. Success: Half damage only.
Spellcasting. The brain bender casts one of the following spells, requiring no spell components and using intelligence as the spellcasting ability (Spell save DC 15):
At Will: Detect thoughts
1/Day Each: Dominate Monster, Alter Self
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