Medium Humanoid (Any Race, Human), Lawful Evil
Armor Class 19 (studded leather)
Hit Points 65 (10d8 + 20)
Speed 30 ft.
STR
18 (+4)
DEX
14 (+2)
CON
18 (+4)
INT
14 (+2)
WIS
12 (+1)
CHA
6 (-2)
Saving Throws STR +7, CON +7, INT +5
Skills Acrobatics +4, Athletics +4, Deception +4, Intimidation +4, Stealth +5
Damage Resistances Damage from Spells
Condition Immunities Charmed, Frightened
Senses Passive Perception 10
Languages Telepathy Any two languages
Challenge 5 (1,800 XP)
Proficiency Bonus +3
Actions

Multiattack. The captain makes three melee attacks: two with its scimitar and one with its dagger. Or the captain makes two ranged attacks with its daggers. Additionally the sentient tentacle can make a single attack on top of the other attacks, if the sentient tentacle already has an opponent grappled it can constrict.

Scimitar. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 4) slashing damage.

Dagger. Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 5 (1d4 + 4) piercing damage.


Cone of Slime : Once per day as a standard action, a voidmind creature can expel the psionically charged slime in its head in a 30-foot cone. This attack deals 5d6 acid damage. A successful Dexterity save DC 15 for halves the damage. In addition, any creature that takes damage from the spray must make a Wisdom save DC 15 or be stunned for 1d4+1 rounds, save to negate at the end of each of the creatures subsequent turns.

Sentient Tentacle : +5 to hit, reach 5 ft., one target. Hit (1d6+4). On a successful hit the target is grappled. 

Constrict: When the sentient tentacle starts the round with an opponent already grappled it can constrict the opponent dealing (2d6+4) damage.

Reactions

Parry. The captain adds 2 to its AC against one melee attack that would hit it. To do so, the captain must see the attacker and be wielding a melee weapon.

Alert. Always on the lookout for danger, you gain the following benefits:

  • You gain a +5 bonus to initiative.
  • You can't be surprised while you are conscious.
  • Other creatures don’t gain advantage on attack rolls against you as a result of being unseen by you.



Description

A voidmind creature can think for itself. Although its brain is nearly gone, the psionic slime put in to replace the gray matter gives the creature the ability to function even better intellectually than it could before the transformation. The voidmind process also leaves a creature faster, stronger, tougher, and (most important to the mind flayers) unchanged in physical appearance. A voidmind creature looks in every way like the creature from which it was made, except for the four plugged holes in its head (which are evident upon close inspection, should the opportunity arise) that occasionally leak a small amount of the greenish fluid. A voidmind creature makes a near-perfect spy for the illithids, able to return to its home and its former life with little fear of detection while gathering information in preparation for the illithids' inevitable onslaught.

Monster Tags: NPC

Habitat: UnderdarkUrban

FiscalCliff

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