DUMB DECISION TTRPG · Library

Vampiric Mind Flayer

Medium undead, Any alignment

Armor Class 15 (natural armor)

Hit Points 85 (10d8 + 40)

Speed 30 ft., climb 30 ft.

STR 18 (+4)
DEX 18 (+4)
CON 18 (+4)
INT 5 (-3)
WIS 15 (+2)
CHA 18 (+4)

Saving Throws DEX +7, INT +0, WIS +5, CHA +7

Skills Perception +5, Stealth +7

Damage Resistances necrotic, psychic

Condition Immunities charmed, exhaustion, frightened

Senses darkvision 120 ft., passive Perception 15

Languages telepathy 120 ft. but can only project emotions

Challenge 5

Spider Climb. The mind flayer can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.

Sunlight Sensitivity. While in sunlight, the mind flayer has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.

Unusual Nature. The mind flayer doesn't require air, food, or sleep.

Actions

Multiattack. The mind flayer makes two Claw attacks or one Claw attack and one Tentacles attack.

Claw. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) slashing damage plus 10 (3d6) necrotic damage.

Tentacles. Melee Weapon Attack: +7 to hit, reach 5 ft., one creature. Hit: 7 (1d6 + 4) piercing damage, and if the target is a creature, it is grappled (escape DC 15).

Drink Sapience. The mind flayer targets one creature it is grappling. The target must succeed on a DC 15 Wisdom saving throw or take 14 (4d6) psychic damage and gain 1 level of exhaustion. The mind flayer regains a number of hit points equal to the psychic damage dealt. A creature reduced to 0 hit points by the psychic damage dies.

Bonus Actions

Disrupt Psyche (Recharge 5–6). The mind flayer magically emits psionic energy in a 30-foot-radius sphere centered on itself. Each creature in that area must succeed on a DC 15 Intelligence saving throw or be incapacitated for 1 minute. The incapacitated creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Source

VRGR, p. 252