Mind Flayer ArcanistMedium aberration
Magic Resistance. The mind flayer has advantage on saving throws against spells and other magical effects.
Spellcasting. The mind flayer arcanist uses Psionics (Int) to cast spells (spell save Difficulty 15, +7 to hit with spell attacks). It has 15 psi, a psi limit of 3, regains all expended psi when it finishes a long rest and regains half its total psi (rounded up) when it finishes a short rest. It knows the following spells:
1 mana: agonizing rebuke, blur, call to mind, confusion, disguise, ego whip, haze senses, hover, immovable object, inertial armor, invisibility, kinetic assault, kinetic barrier, kinetic bulwark, kinetic retort, kinetic shield, meld mindcrystal, mind over body, mind spike, mind trap, psychic fortress, sending, sense minds, telekinesis, telekinetic charge, thought shield, wall bind, wandering mind
2 mana: animate objects, co-opt concentration, gravitational well, inertial barrier, inertial wall, kinetic explosion, kinetic grasp, kinetic onslaught, mind blast, mind control, modify memory, psychic crush, psychic reformation, stasis, synaptic static, telepathic bond, tiny servant, touchsight
1/day: plane shift (self only)
Tentacles. Melee Weapon Attack: +6 to hit, reach 1 m. Hit: 14 (2d10 + 3) psychic damage. If the target is Medium or smaller, it is grappled (escape Difficulty 14) and must succeed on a Difficulty 15 Will saving throw or be stunned until this grapple ends.
Extract Brain (1/turn). Melee Weapon Attack: +6 to hit, reach 1 m., one incapacitated humanoid grappled by the mind flayer. Hit: 58 (10d10 + 3) piercing damage. If this damage reduces the target to 0 health, the mind flayer kills the target by extracting and devouring its brain.
Mind Blast (Recharge 5–6). The mind flayer magically emits psychic energy in a 10-meter cone. Each creature in that area must succeed on a Difficulty 15 Will saving throw or take 22 (4d8 + 4) psychic damage and be stunned for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
No concoctions, maneuvers, or spells
All creatures in this system should have maneuvers or spells. You should add some maneuvers or spells to this creature. If you do so, please make a suggestion on github so I can finish adding maneuvers and spells to all creatures via https://github.com/mlenser/kryx-rpg-issues/issues/9.