Mind Flayer (Psionic)

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Mind Flayer (Psionic)

Medium aberration, lawful evil


  • Armor Class 15 (breastplate)
  • Hit Points 71 (13d8+13)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
11 (+0) 12 (+1) 12 (+1) 19 (+4) 17 (+3) 17 (+3)

  • Saving Throws Int +7, wis +6, Cha +6
  • Skills Arcana +7, Deception +6, Perception +6, Persuasion +6, Stealth +4
  • Senses darkvision 120 ft., passive Perception 16
  • Languages Deep Speech, Undercommon, telepathy 120 ft.
  • Challenge 7 (2,900 XP)

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

Psionics. The mind flayer's innate psionic ability is Intelligence (save DC 15). It can use the following psionic abilities as an action:

At will: exacting query, grasp 3/day: psychic domination 1/day: nomad's gate

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's tentacles attack. 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 emits psionic 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.



Psionic Abilities

Exacting Query. As an action, the mind flayer targets one creature it can communicate with via telepathy. The target must make a DC 15 Intelligence saving throw. On a failed save, the target truthfully answers one question the mind flayer asks it via telepathy. On a successful save, the target is unaffected, and becomes immune to the mind flayer's exacting query for 24 hours. A creature is immune to this ability if it is immune to being charmed.

Grasp. (Concentration, 1 minute) As an action, the mind flayer attempt to grasp one creature it can see within 60 feet of it in telekinetic energy and hold it captive. The target must succeed on a DC 15 Strength saving throw or be grappled by the mind flayer (escape DC 15). The grapple ends if the mind flayer stops concentrating on it or if the target is more than 60 feet from the mind flayer. When the grapple succeeds, the mind flayer can immediately move the target up to 20 feet, including hoisting the target 20 feet into the air and holding it there. If the grapple ends while the target is held aloft, it immediately falls to the ground and takes falling damage as normal.
While a target is grappled in this manner, the mind flayer can use one of the following effects as an action:
     Crush. The target takes 4d6 bludgeoning damage.
     Move. The mind flayer moves the target 20 feet in any direction, including up or down.

Alternately, the mind flayer can use this ability as an action to cause itself to levitate 20 feet in the air. When levitating in this way, the mind flayer's speed becomes 0, it cannot benefit from any bonus to its speed, and it can only move by using its action to move itself 20 feet in any direction, including up or down. If the mind flayer loses concentration while levitating, or if the duration ends, it drops to the ground and suffers falling damage as normal.

Psychic Domination. (Concentration, 1 minute) As an action, the mind flayer targets one creature it can see within 60 feet of it. The target must succeed on a DC 15 Intelligence saving throw. On a failure, the mind flayer telepathically commands the creature’s actions and movement on its turns for the duration. At the end of each of its turns, the creature can repeat the saving throw, ending the effect on itself on a success. A creature is immune to this ability if it is immune to being charmed.

Nomad's Gate. (Concentration, 1 hour) As an action, the mind flayer creates a 5-foot cube of dim, gray light within 5 feet of it, and creates an identical cube at any location it viewed within the past 24 hours. As long as the mind flayer maintains concentration, anyone entering one of the cubes immediately teleports to the other one, appearing in an unoccupied space next to it. The teleportation fails if there is no space for the creature to appear in.

 

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