Kryx RPGThemesCreatures

Mind Flayer Lich (Illithilich)

Medium undead
Challenge
22

STR
0
DEX
4
CON
3
INT
5
WIS
2
CHA
3

135
18d8+54
22
Soak
1
Fort
+10
Ref
+9
Will
+11
Defense note natural armor
Damage resistances cold, lightning, necrotic
Damage immunities poison; bludgeoning, piercing, and slashing from nonmagical attacks
Condition immunities charmed, diseased, exhausted, frightened, paralyzed, poisoned

Speed 5 m.
Skills Deception +10 (21), Insight +9 (20), Perception +9 (20), Persuasion +10 (21), Psionics +9 (20), Stealth +11 (22)
Senses truesight 20 m.
Languages Aklo, Undercommon, telepathy 20 m.

Legendary Resistance (3/day). If the illithilich fails a saving throw, it can choose to succeed instead.

Magic Resistance. The illithilich has advantage on saving throws against spells and other magical effects.

Rejuvenation. If it has a phylactery, a destroyed illithilich gains a new body in 1d10 days, regaining all its health and becoming active again. The new body appears within 1 meter of the phylactery.

Spellcasting. The mind flayer lich (illithilich) uses Psionics (Int) to cast spells (spell save DC 20, +12 to hit with spell attacks). It has 42 psi, a psi limit of 7, regains all expended psi when it finishes a long rest and regains half its total psi when it finishes a short rest. It knows the following spells:

At will: detect thoughts, levitate

Cantrips (at will, 28th-level spellcaster): blind spot, bone blade, catapult, death blade, distract, floating object, grave rot, infestation, life siphon, message, mind thrust, minor telekinesis, reanimating word, scythe, toll the dead

1 mana: absorb spirit, agonizing rebuke, blight, blight, blur, bone armor, call to mind, confusion, consumptive field, crippling pain, dampen pain, dampen spell, detect death, detect disease, detect magic, disguise, ego whip, false life, force shield, giant crawling claw, haze senses, hover, immovable object, inertial armor, inflict wounds, invisibility, invisibility, kinetic assault, kinetic barrier, kinetic bulwark, kinetic retort, kinetic shield, life drain, life transference, meld mindcrystal, mind over body, mind spike, mind trap, mirror image, path to the grave, psychic fortress, ravage, ray of enfeeblement, sending, sense minds, telekinesis, telekinetic charge, teleport, thought shield, wall bind, wandering mind

2 mana: animate dead, animate objects, antilife shell, circle of death, clairvoyance, cloak of flies, cloudkill, co-opt concentration, control undead, death ward, defer death, detect thoughts, dispel magic, feign death, finger of death, gentle repose, gravitational well, harm, inertial barrier, inertial wall, insect plague, kinetic explosion, kinetic grasp, kinetic onslaught, mind blast, mind control, modify memory, power word pain, psychic crush, psychic reformation, share pain, speak with dead, stasis, synaptic static, telepathic bond, tiny servant, touchsight, wall of bones

3 mana: antimagic sphere, contagion, control body, death clutch, entangling debris, grasping hands, plane shift, reverse gravity, schism, solicit mindcrystal, symbol of death/pain

4 mana: animate flesh, clone

5 mana: mind seed

1/day: plane shift (self only)

Turn Resistance. The illithilich has advantage on saving throws against any effect that turns undead.

Actions (2)

Paralyzing Touch (1/turn). Melee Spell Attack: +12 to hit, reach 1 m. Hit: 10 (3d6) cold damage. The target must succeed on a DC 20 Fortitude saving throw or be paralyzed for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Tentacles. Melee Weapon Attack: +11 to hit, reach 1 m. Hit: 20 (3d10 + 4) psychic damage. If the target is Medium or smaller, it is grappled (escape DC 19) and must succeed on a DC 20 Will saving throw or be stunned until this grapple ends.

Extract Brain (1/turn). Melee Weapon Attack: +11 to hit, reach 1 m., one incapacitated humanoid grappled by the mind flayer. Hit: 59 (10d10 + 4) piercing damage. If this damage reduces the target to 0 health, the lich kills the target by extracting and devouring its brain.

Mind Blast (Recharge 5–6). The illithilich magically emits psychic energy in a 10-meter cone. Each creature in that area must succeed on a DC 20 Will saving throw or take 27 (5d8 + 5) 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.

Legendary Actions (3)

Only one legendary option can be used at a time and only at the end of another creature’s turn. The mind flayer lich (illithilich) regains spent legendary actions at the start of its turn.

Cast Spell. The illithilich expends mana to cast a 1 or 2 mana spell. Doing so costs 1 legendary action per mana of the spell.

Extract Brain. The illithilich uses Extract Brain.

Mind Blast. The illithilich recharges its Mind Blast and uses it.

Tentacles. The illithilich makes one attack with its tentacles.

Underdarkvgtm

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