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## Mind Flayer Mindblade Tales of mind flayers often speak of terrifying, yet gangly and slight creatures, beings that rely almost exclusively on magic and mind-slaved thralls for defense. Mindblades are the exception to this rule. Armed, and armored, they are more physically powerful, but just as mentally capable, as other illithids. ***The Best Defense is a Good Offense.*** After its thralls, the mindblades are a colony’s next line of defense. Imposing and intelligent fighters, these creatures excel at singling out and incapacitating their enemies, making especially quick work of the mentally weak. ***The Mind Blade.*** Mindblades forgo the ability to blast the minds of their enemies, focusing instead on a martial technique known as the mind swipe. By focusing their psionic energy into the temporary form of a nearly invisible and intangible blade, they can assault an enemy’s mind as this psionic weapon passes through their physical form. ***Fear of the Different.*** Within mind flayer colonies, mindblades are treated with a certain degree of animosity, due to their physical differences. Other mind flayers regard mindblades as blunt instruments and disposable assets, retreating behind them as they would a thrall, if will ensure their own survival.
___ ___ > ## Mind Flayer Mindblade >*Medium aberration, lawful evil* > ___ > - **Armor Class** 16 (breastplate) > - **Hit Points** 111 (17d8 + 34) > - **Speed** 30 ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|17 (+3)|14 (+2)|15 (+2)|18 (+4)|13 (+1)|15 (+2)| >___ > - **Saving Throws** Str +6, Con +5, Int +7 > - **Skills** Arcana +7, Deception +5, Insight +4, Perception +4, Persuasion +5, Stealth +5 > - **Senses** darkvision 120 ft., passive Perception 14 > - **Languages** Deep Speech, Undercommon, telepathy 120 ft. > - **Challenge** 8 (3,900 XP) > ___ > ***Innate Spellcasting (Psionics).*** The mind flayer's innate spellcasting ability is Intelligence (spell save DC 15, +7 to hit with spell attacks). It can innately cast the following spells, requiring no components: > > At will: *detect thoughts, levitate* > 1/day each: *dominate person, plane shift* (self only) > 3/day: *mind spike, shadow blade* > > ***Magic Resistance.*** The mind flayer has advantage on saving throws against spells and other magical effects. > ### Actions > ***Multiattack.*** The mind flayer makes three battleaxe attacks. > > ***Battleaxe.*** *Melee Weapon Attack:* +6 to hit, reach 5 ft., one creature. *Hit:* 7 (1d8 + 3) slashing damage, or 8 (1d10 + 3) > > ***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 the grapple ends. > > ***Extract Brain.*** *Melee Weapon Attack:* +7 to hit, reach 5 ft., one incapacitated humanoid grappled by the mind flay. *Hit:* 58 (10d10 + 3) 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 Swipe (Recharge 5-6).*** The mind flayer swings an intangible blade of psionic energy. The mind flayer makes a melee spell attack against one creature within 5 feet of it, treating that creatures Intelligence score as its AC. If the attack hits, the target takes 48 (10d8 + 4) psychic damage and is stunned for 1 minute. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Created by u/1d6Adventurers for /r/MonsteraDay Artwork: "Mindflayer Knight" by [Halycon450](https://www.deviantart.com/halycon450/art/Mindflayer-Knight-612186705)