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Mind Flayer Arcanist in Dungeons & Dragons 5e

Mind Flayer Arcanist

Medium aberration, lawful evil
Armor Class 15 (breastplate)
Hit Points 71 13d8+13
Speed 30ft

STR
11 0
DEX
12 +1
CON
12 +1
INT
19 +4
WIS
17 +3
CHA
17 +3

Saving Throws Intelligence +7, Wisdom +6, Charisma +6
Skills Arcana +7, Deception +6, Insight +6, Perception +6, Persuasion +6, Stealth +4
Senses darkvision 120 ft., passive Perception 16
Languages Deep Speech, Undercommon, telepathy 120 ft.
Challenge 8


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

Innate Spellcasting (Psionics). The mind flayer's innate spellcasting ability is Intelligence (spell save DC 15). It can innately cast the following spells, requiring no components:

At will: detect thoughts, levitate
1/day each: dominate monster, plane shift (self only)

Spellcasting. The mind flayer is a 10th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 15, +7 to hit with spell attacks). The mind flayer has the following wizard spells prepared:

Cantrips: blade ward, dancing lights, mage hand, shocking grasp
1st level (4 slots): detect magic, disguise self, shield, sleep
2nd level (3 slots): blur, invisibility, ray of enfeeblement
3rd level (3 slots): clairvoyance, lightning bolt, sending
4th level (3 slots): confusion, hallucinatory terrain
5th level (2 slots): telekinesis, wall of force


Actions

Tentacles. Melee Weapon Attack: +7 to hit, reach 5 ft., one creature. Hit: 15 2d10+4 psychic damage. If the target is Medium of smaller, it is grappled (escape DC 15) and must succeed on a DC 15 Intelligence saving throw or be stunned until this grapple ends.

Extract Brain. Melee Weapon Attack: +7 to hit, reach 5 ft., one incapacitated humanoid grappled by the mind flayer. Hit: 55 10d10 piercing damage. If this damage reduces the target to 0 hit points, 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 60-foot cone. Each creature in that area must succeed on a DC 15 Intelligence 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.


 

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