Medium Aberration, Chaotic Evil
Armor Class 15 Natural Armor
Hit Points 90 (16d8 + 19)
Speed 40 ft.
STR
17 (+3)
DEX
19 (+4)
CON
17 (+3)
INT
11 (+0)
WIS
12 (+1)
CHA
12 (+1)
Saving Throws STR +6, DEX +7, CON +6
Skills Acrobatics +7, Athletics +6, Stealth +7
Senses Tremorsense 60ft., Passive Perception 11
Languages Deep Speech Understands, but cannot speak it
Challenge 6 (2,300 XP)
Proficiency Bonus +3
Traits

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

Regeneration. The Aberrant Mind flayer regains 10 hit points at the start of its turn. If the Mind flayer takes acid or fire damage, this trait doesn't function at the start of the Mind flayer's next turn. The Aberrant mind flayer dies only if it starts its turn with 0 hit points and doesn't regenerate.

Innate Spellcasting. The aberrant mind flayer's innate spellcasting ability is Intelligence (spell save DC 15, +6 to hit with spell attacks). The aberrant mind flayer can innately cast the following spells with no material components

Cantrips (at will): detect thoughts

Actions

Multiattack. The aberrant mind flayer makes one attack with its tentacles and one with its claws, or two with its claws.

Tentacles. Melee Weapon Attack: +6 to hit, reach 5 ft., 1 target. Hit: 15 (2d10 + 4) Piercing damage. If the target is Medium or smaller, it must make a DC 13 Constitution saving throw or take 5 (2d4) poison damage.

Claws. Melee Weapon Attack: +6 to hit, reach 5 ft., 1 target. Hit: 13 (2d8 + 4) Piercing damage.

 

Description

The aberrant mind flayer is essentially a feral mind flayer, corrupted and mutated by Dyrrn. Its claws have been sharpened and its tentacles have been given hooks on the end. In addition, it has had its eyes removed and instead uses tremorsense to find it's foes.

thenobleshrimp

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