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Chainsaw Hobbit
2013-01-08, 03:13 PM
Mind Flayer Tormentor
Medium Aberration
Armour Class 14
Hit Points 36 (8d8)
Speed 30 ft
Str 11 (+0); Dex 16 (+3); Con 11 (+0)
Int 20 (+5); Wis 17 (+3); Cha 17 (+3)
Alignment Lawful Evil
Languages Common, Undercommon

Traits
Magic Resistance: The mind flayer has advantage on all saving throws against magical effects.

Telepathy: The mind flayer can communicate telepathically with any creature within 100 feet of it that can understand a language.

Actions
Melee Attack—Tentacles: +4 to hit (reach 5 ft.; one creature). Hit: 9 (1d10 + 4) psychic damage, and a Medium or smaller target is grappled. The mind flayer can have only one creature grappled at a time.

Ranged Attack—Tentacle Projection: +4 to hit (Range 50 ft.; one creature). Hit: 9 (1d10 + 4) psychic damage, and a Medium or smaller target is grappled. The mind flayer can have only one creature grappled at a time.

Melee or Ranged Attack—Extract Brain: +6 to hit (reach 5 ft./Range 50 ft; one creature grappled by the mind flayer). Hit: The mind flayer devours the target’s brain, and the creature dies unless it can survive without the brain.

Mind Shredding (Recharge 6): The mind flayer targets at creature within 80 ft. The target must make a DC 15 Intelligence saving throw. Failed Save: 10 (1d12 + 5) psychic damage, and the target is stunned for 1 minute. It can use an action while stunned to make a DC 15 Intelligence check. If the check succeeds, the effect ends.

Read Thoughts: The mind flayer chooses a creature it can see within 30 feet of it and attempts to read its mind. The chosen creature must succeed on a DC 13 Wisdom saving throw. Failed Save: The mind flayer can read the target’s surface thoughts for 1 minute. During that minute, the mind flayer also has advantage on Charisma checks made to deceive the target and Wisdom checks made to sense the target’s intentions.

Sense Thoughts: The mind flayer becomes aware of the presence of creatures within 100 feet of it that have an Intelligence score of 5 or higher.

Encounter Building
Level 8
XP 3,110

Mind flayer tormentors are illithids who have trained in the art of bending space in order to poject their face tentacles, so they can devour the brains of their victims from a distance. They also modify their mind blast to as have focus on a single target, trading comprehensiveness of sheer effectiveness. Tormentors are frail but agile, in comparison to their kin.


Mind Flayer Enforcer
Medium Aberration
Armour Class 16 (Shell Armour)
Hit Points 52 (8d8+16)
Speed 30 ft
Str 16 (+3); Dex 14 (+2); Con 14 (+2)
Int 18 (+4); Wis 17 (+3); Cha 17 (+3)
Alignment Lawful Evil
Languages Common, Undercommon

Traits
Magic Resistance: The mind flayer has advantage on all saving throws against magical effects.

Telepathy: The mind flayer can communicate telepathically with any creature within 100 feet of it that can understand a language.

Adaptive Armour: The mind flayer gains resistance to the first type of damage it takes. This resistance resets at the end of an encounter.

Actions
Melee Attack—Claws and Tentacles: +6 to hit (reach 5 ft.; one creature). Hit: 11 (2d10) damage + 3 psychic damage, and a Medium or smaller target must make a DC 13 Strength saving throw or be grappled. The mind flayer can have only one creature grappled at a time.

Melee or Ranged Attack—Extract Brain: +8 to hit (reach 5 ft./Range 50 ft; one creature grappled by the mind flayer). Hit: The mind flayer devours the target’s brain, and the creature dies unless it can survive without the brain.

Mind Blast (Recharge 6): The mind flayer emits psychic energy in a 50 ft. cone. The target must make a DC 14 Intelligence saving throw. Failed Save: 7 (1d8 + 4) psychic damage, and the target is stunned for 1 minute. It can use an action while stunned to make a DC 14 Intelligence check. If the check succeeds, the effect ends.

Read Thoughts: The mind flayer chooses a creature it can see within 30 feet of it and attempts to read its mind. The chosen creature must succeed on a DC 13 Wisdom saving throw. Failed Save: The mind flayer can read the target’s surface thoughts for 1 minute. During that minute, the mind flayer also has advantage on Charisma checks made to deceive the target and Wisdom checks made to sense the target’s intentions.

Sense Thoughts: The mind flayer becomes aware of the presence of creatures within 100 feet of it that have an Intelligence score of 5 or higher.

Encounter Building
Level 8
XP 3,110

Mind flayer enforcers are mind flayers who have had crustacean-like armour grafted to their skin, and had their hands surgically transformed into wicked claws. They act as the muscle in illithid communes, personally guarding the elder brains and keeping their more fragile kin safe from harm.

Sometimes, enforcers will lead thralls into battle, acting as their coordinators and commanding from the front, while their comrades mentally bombard their foes from a distance.

Bacchanalian
2015-03-24, 09:20 AM
These are fantastic. Going to be using them in my campaign for sure. Was looking for something like this.

Random question for you. Would their sense thoughts ability sense intelligent magic items as well as creatures?

M Placeholder
2015-03-24, 09:46 AM
Could you do the Yaggol (mind flayers from Krynn) and the Alhoon please?

Draken
2015-03-24, 11:28 AM
Your mind flayers are too frail to be proper CR 8s. The enforcer in particular suffers the rather egregious issue of having 20 hit points less than a standard CR 7 illithid and only 1 point of AC more than it, and generally speaking being not much more dangerous or resilient than a CR 3 Veteran NPC (Who has better AC and hit points and roughly the same damage, might I add). I would be hard pressed to consider the Enforcer a CR 5 at most.

Extract Brain is also not in line with the illithid's default ability, which is a massive damage attack reliant on an attack roll, not an instant death effect.

Sense Thoughts is not a proper ability to have, since it renders Stealth a non-option. And Read Thoughs, which should be simply be part of their Innate Spellcasting like with the basic creature, has a DC that does not properly add up mathematically (many of your numbers suffer of this, truth be told).

Last but not least. Experience points per CR are standardized. CR 7s give 2900 exp, CR 8s give 3900 exp.

Bacchanalian
2015-03-24, 12:55 PM
It's not the first I've seen of sense thoughts. For instance: http://chainsawchirurgeon.blogspot.com/2014/07/5e-race-ii-illithids.html

It says there it's an Int check.

Agree on the squishiness though. Will be adding some HP to the ones I'm using.