Large Aberration, Lawful Evil
Armor Class 12
Hit Points 199 (19d10 + 95)
Speed 5 ft., Swim 10 ft., Fly 10 ft.
STR
15 (+2)
DEX
12 (+1)
CON
20 (+5)
INT
19 (+4)
WIS
19 (+4)
CHA
22 (+6)
Saving Throws INT +9, WIS +9, CHA +11
Skills Arcana +9, Deception +11, Insight +14, Intimidation +11, Perception +14, Persuasion +11
Condition Immunities Prone
Senses Blindsight 120 ft., Passive Perception 24
Languages Common, Deep Speech, Telepathy 5 miles, Undercommon
Challenge 15 (13,000 XP)
Proficiency Bonus +5
Traits

Creature Sense. The Mind's Eye is aware of the presence of creatures within 5 miles of it that have an Intelligence score of 4 or higher. It knows the distance and direction to each creature, as well as each one’s Intelligence score, but can’t sense anything else about it. A creature protected by a mind blank spell, a nondetection spell, or similar magic can’t be perceived in this manner.

Innate Spellcasting (Psionics). The Mind's Eye’s innate spellcasting ability is Intelligence (spell save DC 17). It can innately cast the following spells, requiring no components:

At will: detect thoughts, levitate

1/day each: dominate monster, plane shift (self only)

Legendary Resistance (3/Day). If the Mind's Eye fails a saving throw, it can choose to succeed instead.

Telepathic Hub. The Mind's Eye can use its telepathy to initiate and maintain telepathic conversations with up to ten creatures at a time. The Mind's Eye can let those creatures telepathically hear each other while connected in this way.

Actions

Tentacle. Melee Weapon Attack: +7 to hit, reach 30 ft., one target. Hit: 20 (4d8 + 2) bludgeoning damage. If the target is a Large or smaller creature, it is grappled (escape DC 15) and takes 9 (1d8 + 5) psychic damage at the start of each of its turns until the grapple ends. The Mind's Eye can have up to four targets grappled at a time.

Mind Blast (Recharge 5–6). The Mind's Eye magically emits psychic energy. Creatures of the Mind's Eye’s choice within 60 feet of it must succeed on a DC 17 Intelligence saving throw or take 32 (5d10 + 5) psychic damage and be stunned for 1 minute. A target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Psychic Link. The Mind's Eye targets one incapacitated creature it can perceive with its Creature Sense trait and establishes a psychic link with that creature. Until the psychic link ends, the Mind's Eye can perceive everything the target senses. The target becomes aware that something is linked to its mind once it is no longer incapacitated, and the Mind's Eye can terminate the link at any time (no action required). The target can use an action on its turn to attempt to break the psychic link, doing so with a successful DC 17 Charisma saving throw. On a successful save, the target takes 10 (3d6) psychic damage. The psychic link also ends if the target and the Mind's Eye are more than 5 miles apart, with no consequences to the target. The Mind's Eye can form psychic links with up to ten creatures at a time.

Eye Rays. The Mind's Eye shoots three of the following magical eye rays at random (reroll duplicates), choosing one to three targets it can see within 120 feet of it:

1. Charm Ray. The targeted creature must succeed on a DC 16 Wisdom saving throw or be charmed by the Mind's Eye for 1 hour, or until the Mind's Eye harms the creature. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

2. Paralyzing Ray. The targeted creature must succeed on a DC 16 Constitution saving throw or be paralyzed for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

3. Fear Ray. The targeted creature must succeed on a DC 16 Wisdom saving throw or be frightened for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

4. Enervation Ray. The targeted creature must make a DC 16 Constitution saving throw, taking 36 (8d8) necrotic damage on a failed save, or half as much damage on a successful one.

5. Telekinetic Ray. If the target is a creature, it must succeed on a DC 16 Strength saving throw or the Mind's Eye moves it up to 30 feet in any direction. It is restrained by the ray’s telekinetic grip until the start of the Mind's Eye’s next turn or until the Mind's Eye is incapacitated.

If the target is an object weighing 300 pounds or less that isn’t being worn or carried, it is moved up to 30 feet in any direction. The Mind's Eye can also exert fine control on objects with this ray, such as manipulating a simple tool or opening a door or a container.

6. Disintegration Ray. If the target is a creature, it must succeed on a DC 16 Dexterity saving throw or take 45 (10d8) force damage. If this damage reduces the creature to 0 hit points, its body becomes a pile of fine gray dust.

If the target is a Large or smaller nonmagical object or creation of magical force, it is disintegrated without a saving throw. If the target is a Huge or larger object or creation of magical force, this ray disintegrates a 10-foot cube of it.

Reactions

Sense Thoughts. The Mind's Eye targets a creature with which it has a psychic link. The Mind's Eye gains insight into the target’s reasoning, its emotional state, and thoughts that loom large in its mind (including things the target worries about, loves, or hates). The Mind's Eye can also make a Charisma (Deception) check with advantage to deceive the target’s mind into thinking it believes one idea or feels a particular emotion. The target contests this attempt with a Wisdom (Insight) check. If the Mind's Eye succeeds, the mind believes the deception for 1 hour or until evidence of the lie is presented to the target.

Antimagic Cone (Recharge 5–6). When attacked or targeted with a spell, the Mind's Eye's central eye creates an area of antimagic, as in the antimagic field spell, in a 120-foot-cone until the end of its next turn. The area works against the Mind's Eye's own eye rays, but not it's psionic abilities.

Spell Reflection. If the Mind's Eye makes a successful saving throw against a spell, or a spell attack misses it, the Mind's Eye can choose another creature (including the spellcaster) it can see within 30 feet of it. The spell targets the chosen creature instead of the Mind's Eye. If the spell forced a saving throw, the chosen creature makes its own save. If the spell was an attack, the attack roll is rerolled against the chosen creature.

Legendary Actions

The Mind's Eye can take 3 legendary actions, choosing from the options below. It can take only one legendary action at a time, can only use each action only once per round, and only at the end of another creature’s turn. The Mind's Eye regains spent legendary actions at the start of its turn.

Tentacle. The Mind's Eye makes a tentacle attack.

Eye Ray. The Mind's Eye uses one random eye ray.

Break Concentration. The Mind's Eye targets a creature within 120 feet of it. If the target fails a DC 17 Wisdom save, the Mind's Eye breaks the creature’s concentration on a spell it has cast. The saving throw is at disadvantage if the Mind's Eye has a psychic link with the target. The creature also takes 1d4 psychic damage per level of the spell on a failed save, or half as much damage on a successful one.

Psychic Pulse. The Mind's Eye targets a creature within 120 feet of it with which it has a psychic link. Enemies of the Mind's Eye within 10 feet of that creature take 10 (3d6) psychic damage.

Sever Psychic Link. The Mind's Eye targets a creature within 120 feet of it with which it has a psychic link. The Mind's Eye ends the link, causing the creature to have disadvantage on their next ability check, attack roll, and saving throw until the end of the creature’s next turn.

Description

The horrific experiment of a Beholder looking to spread its ego to other unsuspecting minds, the Mind's Eye is a creature of supreme intellect and hubris.

When made from "scratch," a Beholder will gather the brains of creatures it deems "worthy" and fuse them via a horrific alchemical process that leaves the creatures alive enough to keep functioning, adding its own essence to the mixture to bind them to the Eye Tyrant. It will then control this monstrous amalgam through force of its will and use the Mind's Eye to control as many people as it can, spreading the Beholder's paranoid ego far and wide.

If a Beholder can overcome an Illithid colony, it may turn an existing Elder Brain into a Mind's Eye by defeating it and infusing it with the Beholder's ego and essence, converting it and any creatures the Elder Brain held sway over.

In a pinch, the Beholder can use the Mind's Eye as a safeguard in case its original body dies, transcending its original form. But a Beholder in this state will likely look to revive its previous "perfect" form rather than languish in a vat of primordial ooze, all the while scheming to destroy whoever dared to try and kill it.

Lair and Lair Actions

The Lair of a Mind's Eye

The lair of a Mind's Eye can either be found deep in a Beholder's lair or in the depths of a desecrated Illithid colony. The creature dwells in a large glass cylinder filled with dimly-glowing, translucent brine and embryonic fluid that infuse the Mind's Eye’s with vital fluids, alchemical mixtures, and psionic energy.

In its lair, the Mind's Eye will likely be found in this large glass cylinder. The cylinder has an AC of 15, 50 HP, and reduces all incoming damage that is not Thunder by 10. While in the cylinder, the Mind's Eye has a speed of 0 and full cover from all directions.

 

Lair Actions

When fighting inside its lair, a Mind's Eye can use lair actions. On initiative count 20 (losing ties), a Mind's Eye can take one lair action to cause one of the following effects; the Mind's Eye can’t use the same lair action two rounds in a row:

  • The Mind's Eye moves 20 feet without provoking an attack of opportunity.
  • The Mind's Eye targets one friendly creature it can sense within 120 feet of it. The target has a flash of inspiration and gains advantage on one attack roll, ability check, or saving throw it makes before the end of its next turn. If the target doesn’t or can’t use this benefit in that time, the inspiration is lost.
  • The Mind's Eye targets one creature it can sense within 120 feet of it and anchors it by sheer force of will. The target must succeed on a DC 17 Charisma saving throw or be unable to leave its current space. It can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
 

Regional Effects

The territory within 5 miles of a Mind's Eye is altered by the creature’s psionic presence, which creates one or more of the following effects:

  • Creatures within 5 miles of a Mind's Eye feel as if they are being followed, even when they are not.
  • The Mind's Eye can overhear any telepathic conversation happening within 5 miles of it. The creature that initiated the telepathic conversation makes a DC 17 Wisdom (Insight) check when telepathic contact is first established. If the check succeeds, the creature is aware that something is eavesdropping on the conversation. The nature of the eavesdropper isn’t revealed, and the Mind's Eye can’t participate in the telepathic conversation unless it has formed a psychic link with the creature that initiated it.
  • Any creature with which the Mind's Eye has formed a psychic link hears faint, incomprehensible whispers in the deepest recesses of its mind. This psychic detritus consists of the Mind's Eye’s paranoid thoughts commingled with those of other creatures to which it is linked.

If the Mind's Eye dies, these effects immediately end.

Previous Versions

Name Date Modified Views Adds Version Actions
4/23/2020 7:55:17 PM
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1
0.8
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21
1
0.8.5
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4/23/2020 8:28:17 PM
13
1
0.8.7
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2
0.8.8
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Monster Tags: BeholderMind Flayer

Habitat: Underdark

b19ftw

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