Mind FlayerMedium aberration
Magic Resistance. The mind flayer has advantage on saving throws against spells and other magical effects.
Spellcasting. The mind flayer’s spellcasting ability is Intelligence (spell save DC 15, +7 to hit with spell attacks). It has 14 psi, a psi limit of 3, 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:
1 mana: agonizing rebuke, call to mind, confusion, ego whip, haze senses, meld mindcrystal, mind over body, mind spike, mind trap, psychic fortress, sending, sense minds, thought shield, wandering mind
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 DC 14) and must succeed on a DC 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 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.
No concoctions, maneuvers, or spells
All monsters in this system should have maneuvers or spells. You should add some maneuvers or spells to this monster. If you do so, please make a suggestion on github so I can finish adding maneuvers and spells to all monsters via https://github.com/mlenser/kryx-rpg-issues/issues/9