Kryx RPGThemesMonsters

Mindwitness

Large aberration
Challenge
5 (1,800 XP)

STR
0
DEX
2
CON
2
INT
2
WIS
2
CHA
0

75
10d10+20
15
Soak
1
Fort
+2
Ref
+1
Will
+5
Defense note natural armor
Condition immunities prone

Speed 0 m., fly 6 m. (hover)
Senses darkvision 35 m., passive Perception 16
Skills Perception +6
Languages Aklo, Undercommon, telepathy 185 m.

Maneuvers. The mindwitness uses maneuvers (maneuver save DC 13). It has 7 stamina dice which are d8s, a dice limit of 2, 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:

At will: grapple (Tentacles only)

1 stamina die: spring attack

Spellcasting. The mindwitness is a 6th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 13, +5 to hit with spell attacks). It has 2 mana, a mana limit of 1, regains all expended mana when it finishes a long rest and regains half its total mana when it finishes a short rest, and knows the following spells:

Cantrips (at will): distract, message, mind thrust

1 mana: agonizing rebuke, call to mind, disable, mind over body, mind trap, psychic fortress, thought shield

Telepathic Hub. When the mindwitness receives a telepathic message, it can telepathically share that message with up to seven other creatures within 185 meters of it that it can see.

Actions

Multiattack. The mindwitness makes two attacks: one with its tentacles and one with its bite.

Bite. Melee Weapon Attack: +5 to hit, reach 1.5 m., one creature. Hit: 16 (4d6 + 2) piercing damage.

Tentacles. Melee Weapon Attack: +5 to hit, reach 1.5 m., one creature. Hit: 20 (4d8 + 2) psychic damage. If the mindwitness uses the grapple maneuver and successfully grapples a target, the target must succeed on a DC 13 Will saving throw or be stunned until the grapple ends.

Eye Rays. The mindwitness shoots three of the following magical eye rays at random (reroll duplicates), choosing one to three targets it can see within 35 meters of it:

  1. Aversion Ray: The targeted creature must make a DC 13 Will saving throw. On a failed save, the target has disadvantage on attack rolls 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.

  2. Fear Ray: The targeted creature must succeed on a DC 13 Will saving throw or be frightened 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.

  3. Psychic Ray: The target must succeed on a DC 13 Will saving throw or take 27 (6d8) psychic damage.

  4. Slowing Ray: The targeted creature must make a DC 13 Will saving throw. On a failed save, the target’s speed is halved for 1 minute. In addition, the creature can’t take reactions, and it can take either an action or a bonus action on its turn but not both. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

  5. Stunning Ray: The targeted creature must succeed on a DC 13 Fortitude saving throw or be stunned for 1 minute. The target can repeat the saving throw at the start of each of its turns, ending the effect on itself on a success.

  6. Telekinetic Ray: If the target is a creature, it must make a DC 13 Reflex saving throw. On a failed save, the mindwitness moves it up to 9 meters in any direction, and it is restrained by the ray’s telekinetic grip until the start of the mindwitness’s next turn or until the mindwitness is incapacitated.

If the target is an object weighing 135 kilograms or less that isn’t being worn or carried, it is telekinetically moved up to 9 meters in any direction. The mindwitness can also exert fine control on objects with this ray, such as manipulating a simple tool or opening a door or a container.

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