Mind Flayer ArcanistMedium aberration
- 8 (3,900 XP)
Magic Resistance. The mind flayer has advantage on saving throws against spells and other magical effects.
Spellcasting. The mind flayer arcanist is a 10th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 15, +7 to hit with spell attacks). It has 15 mana, a mana limit of 3, regains all expended mana when it finishes a long rest and regains half its total mana (rounded up) when it finishes a short rest, and knows the following spells:
1 mana: agonizing rebuke, animate objects, call to mind, confusion, disable, disguise, ego whip, haze senses, hover, immovable object, inertial armor, invisibility, kinetic assault, kinetic barrier, kinetic grasp, 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: aphasia, blur, co-opt concentration, gravitational well, hold creature, inertial barrier, inertial wall, kinetic explosion, kinetic onslaught, mind blast, mind control, modify memory, personality parasite, psychic crush, psychic reformation, synaptic static, telepathic bond, tiny servant, touchsight
1/day: plane shift (self only)
Tentacles. Melee Weapon Attack: +7 to hit, reach 1.5 m., one creature. Hit: 15 (2d10 + 4) psychic damage. If the target is Medium or smaller, it is grappled (escape DC 15) and must succeed on a DC 15 Will saving throw or be stunned until this grapple ends.
Extract Brain. Melee Weapon Attack: +7 to hit, reach 1.5 m., one incapacitated humanoid grappled by the mind flayer. Hit: The target takes 55 (10d10) 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 18-meters cone. Each creature in that area must succeed on a DC 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.