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.
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.