Kryx RPGThemesMonsters

Intellect Devourer

Tiny aberration
2 (450 XP)


Damage resistances bludgeoning, piercing, and slashing from nonmagical attacks
Condition immunities blinded

Speed 12 m.
Senses blindsight 18 m. (blind beyond this radius), passive Perception 12
Skills Perception +2, Stealth +4
Languages understands Aklo but can’t speak, telepathy 18 m.

Detect Sentience. The intellect devourer can sense the presence and location of any creature within 90 meters of it that has an Intelligence of −4 or higher, regardless of interposing barriers, unless the creature is protected by a mind blank spell.

Maneuvers. The intellect devourer uses maneuvers (maneuver save DC 12). It has 7 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 (rounded up) when it finishes a short rest, and knows the following maneuvers:

1 stamina die: ambush, flesh ripper, pounce, spring attack, sprint


Multiattack. The intellect devourer makes one attack with its claws and uses Devour Intellect.

Claws. Melee Weapon Attack: +4 to hit, reach 1.5 m. Hit: 7 (2d4 + 2) slashing damage.

Devour Intellect. The intellect devourer targets one creature it can see within 3 meters of it that has a brain. The target must succeed on a DC 12 Will saving throw against this magic or take 11 (2d10) psychic damage. Also on a failure, roll 1d4: If the total equals or exceeds the target’s Intelligence, that ability is reduced to −5. The target is stunned until it regains at least one Intelligence.

Body Thief. The intellect devourer initiates an Intelligence contest with an incapacitated humanoid within 1.5 meters 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 wish. By spending 1.5 meters of its movement, the intellect devourer can voluntarily leave the body, teleporting to the nearest unoccupied space within 1.5 meters of it. The body then dies, unless its brain is restored within 1 round.