Intellect Devourer

Intellect Devourer

Tiny aberration
Challenge

STR
−2
DEX
2
CON
2
INT
1
WIS
0
CHA
0

36
8d4+16
16
Soak
1
Fort
+3
Ref
+1
Will
+0
Defense note natural armor
Condition immunities blinded

Speed 8 m.
Skills Perception +1 (12), Stealth +3 (14)
Senses blindsight 10 m. (blind beyond this radius)
Languages understands Aklo but can’t speak, telepathy 10 m.

Detect Sentience. The intellect devourer can sense the presence and location of any creature within 100 meters of it that has an Intelligence of −4 or higher, regardless of interposing barriers, unless the creature is protected by a psychic fortress spell augmented to mind blank.

Maneuvers. The intellect devourer uses maneuvers (maneuver save Difficulty 12). It has 5 stamina dice which are d8s, a dice limit of 1, regains all expended stamina dice when it finishes a long rest, and regains half its total stamina dice when it finishes a short rest. It knows the following maneuvers:

1 stamina die: ambush, pounce, scurry, spring attack, sprint, tear flesh

Actions (2)

Claws (1/turn). Melee Weapon Attack: −1 to hit. Hit: 1 slashing damage.

Devour Intellect (1/turn). The intellect devourer targets one creature it can see within 2 meters of it that has a brain. The target must succeed on a Difficulty 12 Will saving throw against this magic or take 18 (4d8) psychic damage and its Intelligence is reduced by 1. The target becomes stunned if this reduces its Intelligence below −4. The target dies if this reduces its Intelligence below −5. Otherwise, the reduction lasts until the target finishes a long rest.

Body Thief (1/turn). The intellect devourer initiates an Intelligence contest with an incapacitated humanoid within 1 meter of it that isn’t protected by protection from evil and good. If it wins the contest, the intellect devourer magically consumes the target’s brain, teleports into the target’s skull, and takes control of the target’s body. While inside a creature, the intellect devourer has total cover against attacks and other effects originating outside its host. The intellect devourer retains its Intelligence, Wisdom, and Charisma, as well as its understanding of Aklo, its telepathy, and its traits. It otherwise adopts the target’s statistics. It knows everything the creature knew, including spells and languages.

If the host body dies, the intellect devourer must leave it. A protection from evil and good spell cast on the body drives the intellect devourer out. The intellect devourer is also forced out if the target regains its devoured brain by means of a miracle or wish. By spending 1 meter of its movement, the intellect devourer can voluntarily leave the body, teleporting to the nearest unoccupied space within 1 meter of it. The body then dies, unless its brain is restored within 1 round.

Far Realm, Underdarkmm

Maneuvers

As an action, you can use Stealth without using an action. Additionally, before the end of your next turn, you can add the stamina die to an attack’s damage (add half on a miss by 4 or less) if you have advantage on the attack, or if the creature is within 1 meter of an enemy of the creature that isn’t incapacitated and you don’t have disadvantage on the attack.

Enhance

You can increase the damage for each additional stamina die expended.

As an action, make a melee weapon attack against a creature after you move at least 3 meters straight toward it.

On a hit, add the stamina die to the attack’s damage and if the creature is your size or smaller, it must succeed on a Reflex saving throw or you knock it prone.

On a critical hit, add twice as much damage.

On a miss by 4 or less, add half as much damage.

Enhance

You can increase the damage and target a creature of a larger size for each additional stamina die expended.

As an action, you can use the Disengage action and the Dash action.

As an action, you can use the Dash action. If you move at least 3 meters straight toward a creature, you can make a melee weapon attack against it.

On a hit, add the stamina die to the attack’s damage.

On a critical hit, add twice as much damage.

On a miss by 4 or less, add half as much damage.

Enhance

You can increase the damage for each additional stamina die expended.

As an action, you can use the Dash action twice. You also have advantage on Athletics checks to jump.

As an action, make a melee weapon attack with a natural weapon that deals piercing or slashing damage to cause jagged wounds that bleed.

On a hit, add the stamina die to the attack’s damage and the creature is bleeding 1.

On a critical hit, add twice as much damage.

On a miss by 4 or less, add half as much damage.

Enhance

You can increase the damage and bleeding level by 1 for each additional stamina die expended.