Mind Flayer Clairvoyant

Phandelver and Below: The Shattered Obelisk p. 209

Size
Medium
Type
aberration
Alignment
typically lawful evil
AC
15 (breastplate)
Hit Points
156 (24d8+48)
Speed
walk 30 ft., fly 60 ft. (hover)
Saving Throws
Wis +7, Cha +8, Int +9
Skills
Insight +7, Stealth +5, Arcana +9, Perception +7
Resistances
psychic
Condition Immunities
blinded, charmed, frightened
Senses
darkvision 120 ft., truesight 15 ft.
Passive Perception
17
Languages
Deep Speech, telepathy 120 ft., Undercommon
Challenge
11
Lineage
Mind Flayer
STR
11
+0
DEX
12
+1
CON
15
+2
INT
21
+5
WIS
17
+3
CHA
18
+4

Traits

Proficiency Bonus

+4

Legendary Resistance (3/Day)

If the mind flayer fails a saving throw, it can choose to succeed instead.

recharge

3/DAY

Magic Resistance

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

Actions

Multiattack

The mind flayer makes two Tentacle attacks.

Tentacle

Melee Weapon Attack: +9 to hit, reach 5 ft., one creature. Hit: 21 (3d10 + 5) psychic damage. If the target is Medium or smaller, it has the grappled condition (escape DC 17) and must succeed on a DC 17 Intelligence saving throw or have the incapacitated condition until the grapple ends.

Extract Brain

Melee Weapon Attack: +9 to hit, reach 5 ft., one incapacitated Humanoid grappled by the mind flayer. Hit: 55 (10d10) piercing damage. If this damage reduces the target to 0 hit points, the mind flayer kills it by extracting and devouring its brain.

Spellcasting (Psionics)

The mind flayer casts one of the following spells, requiring no spell components and using Intelligence as the spellcasting ability (spell save DC 17):

  • At will: detect magic, detect thoughts, mage hand (the hand is invisible)
  • 1/day: plane shift (self only)
  • 3/day each: clairvoyance (as an action), dispel magic

Unleash Void (Recharge 5-6)

The mind flayer opens a rift into the Far Realm, centered on a point the mind flayer can see within 60 feet of itself, and a tentacle lashes across creatures near the rift. Each creature other than mind flayers within 30 feet of the rift must make a DC 17 Intelligence saving throw, after which the tentacle disappears and the rift closes. On a failed save, a creature takes 18 (4d8) cold damage from the rift plus 18 (4d8) psychic damage from the tentacle and has the stunned condition for 1 minute. On a successful save, a creature takes half as much damage only. A stunned creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

recharge

D5

Reactions

Warp Reality

When hit by an attack roll, the mind flayer gains a +4 bonus to its AC against that attack roll, potentially causing it to miss. Then the mind flayer, along with any equipment it is wearing or carrying, magically teleports up to 60 feet to an unoccupied space it can see.

Spells

detect magic, detect thoughts, mage hand, plane shift, clairvoyance, dispel magic

Other data

description