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Mind Flayer Arcanist

A few Mind Flayers supplement their psionic power with arcane spells. However, they are regarded as deviants by their Illithid peers and usually shunned.  

Mind Flayer Arcanist CR: 8 (3,900 xp)

Medium aberration, lawful evil
Armor Class: 15
Hit Points: 71 (13d8+13)
Speed: 30 ft

STR

11 +0

DEX

12 +1

CON

12 +1

INT

19 +4

WIS

17 +3

CHA

17 +3

Saving Throws: Int +7, Wis +6, Cha +6
Skills: Arcana +7, Deception +6, Insight +6, Perception +6, Persuasion +6, Stealth +4
Senses: darkvision 120 ft., passive Perception 16
Languages: Deep Speech, Undercommon, telepathy 120 ft.
Challenge Rating: 8 (3,900 xp)

The mind flayer is a 10th-level spellcaster. Its spellcasting ability is Intelligence (save DC 15, +7 to hit with spell attacks). The mind flayer has the following wizard spells prepared:   Cantrips (at will): blade ward, dancing lights, mage hand, shocking grasp   1st level (4 slots): detect magic, disguise self, shield, sleep   2nd level (3 slots): blur, invisibility, ray of enfeeblement   3rd level (3 slots): clairvoyance, lightning bolt, sending   4th level (3 slots): confusion, hallucinatory terrain   5th level (2 slots): telekinesis, wall of force

At will: detect thoughts, levitate

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


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

Actions

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 mind flayer. Hit: The target takes 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 (Recharge 5–6). The mind flayer magically emits psychic energy 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. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Genetic Ancestor(s)

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