Elder Brain

Mordenkainen Presents: Monsters of the Multiverse p. 120,

Size
Large
Type
aberration (mind flayer)
Alignment
typically lawful evil
AC
10
Hit Points
210 (20d10+100)
Speed
walk 5 ft., swim 10 ft.
Saving Throws
Int +10, Wis +9, Cha +12
Skills
Arcana +10, Deception +12, Insight +14, Intimidation +12, Persuasion +12
Senses
blindsight 120 ft.
Passive Perception
14
Languages
understands Common, Deep Speech, and Undercommon but can't speak, telepathy 5 miles
Challenge
14
Lineage
Brain
STR
15
+2
DEX
10
+0
CON
20
+5
INT
21
+5
WIS
19
+4
CHA
24
+7

Traits

Proficiency Bonus

+5

Creature Sense

The elder brain is aware 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.

Legendary Resistance (3/Day)

If the elder brain fails a saving throw, it can choose to succeed instead.

recharge

3/DAY

Magic Resistance

The elder brain has advantage on saving throws against spells and other magical effects.

Telepathic Hub

The elder brain can use its telepathy to initiate and maintain telepathic conversations with up to ten creatures at a time. The elder brain 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 Huge 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 elder brain can have up to four targets grappled at a time.

Mind Blast (Recharge 5-6)

Creatures of the elder brain's choice within 60 feet of it must succeed on a DC 18 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.

recharge

D5

Spellcasting (Psionics)

The elder brain casts one of the following spells, requiring no spell components and using Intelligence as the spellcasting ability (spell save DC 18):

  • At will: detect thoughts, levitate
  • 3/day: modify memory
  • 1/day each: dominate monster, plane shift (self only)

Lair Actions

On initiative count 20 (losing initiative ties), an elder brain can take one of the following lair actions; the elder brain can't take the same lair action two rounds in a row:

Force Wall. The elder brain casts wall of force. Psionic Anchor. The elder brain targets one creature it can sense within 120 feet of it and anchors it by sheer force of will. The target must make a DC 18 Charisma saving throw. On a failed save, its speed is reduced to 0, and it can't teleport. It can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Psychic Inspiration. The elder brain 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.

Psychic Link (Bonus Action)

The elder brain targets one incapacitated creature it senses with its Creature Sense trait and establishes a psychic link with the target. Until the link ends, the elder brain 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 elder brain can terminate the link at any time (no action required). The target can use an action on its turn to attempt to break the link, doing so with a successful DC 18 Charisma saving throw. On a successful save, the target takes 10 (3d6) psychic damage. The link also ends if the target and the elder brain are more than 5 miles apart. The elder brain can form psychic links with up to ten creatures at a time.

Sense Thoughts (Bonus Action)

The elder brain targets a creature with which it has a psychic link. The elder brain gains insight into the target's emotional state and foremost thoughts (including worries, loves, and hates).

Legendary Actions

Legendary Actions (3/Turn)

The elder brain can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. The elder brain regains spent legendary actions at the start of its turn.

recharge

3/TURN

Break Concentration

The elder brain targets one creature within 120 feet of it with which it has a psychic link. The elder brain breaks the creature's concentration on a spell it has cast. The creature also takes 2 (1d4) psychic damage per level of the spell.

Psychic Pulse

The elder brain targets one creature within 120 feet of it with which it has a psychic link. The target and enemies of the elder brain within 30 feet of target take 10 (3d6) psychic damage.

Sever Psychic Link

The elder brain targets one creature within 120 feet of it with which it has a psychic link. The elder brain ends the link, causing the creature to have disadvantage on all ability checks, attack rolls, and saving throws until the end of the creature's next turn.

Tentacle (Costs 2 Actions)

The elder brain makes one Tentacle attack.

Spells

detect thoughts, levitate, modify memory, dominate monster, plane shift

Other data

description