Monster
Gnome Squidling
Outside your table’s allowed sources
Official reference · IDRotF · 2014
- Creature type
- Aberration
- Size
- Small
- Armor class
- 8
- Hit points
- 10 (3d6)
- Speed
- Walk 15 ft.
- Challenge rating
- 1/2
- Alignment
- Unaligned
- Strength
- 4
- Dexterity
- 7
- Constitution
- 10
- Intelligence
- 4
- Wisdom
- 10
- Charisma
- 3
- Passive Perception
- 10
- Senses
- darkvision 60 ft.
- Languages
- understands Deep Speech and Gnomish but can't speak, telepathy 60 ft.
Traits
Magic Resistance
The squidling has advantage on saving throws against spells and other magical effects.
Actions
Tentacles
Melee Weapon Attack: +0 to hit, reach 5 ft., one creature. Hit: 5 (2d4) psychic damage. If the target is Medium or smaller, it is grappled (escape DC 7) and must succeed on a DC 7 Intelligence saving throw or be stunned until this grapple ends.
Extract Brain
Melee Weapon Attack: +0 to hit, reach 5 ft., one incapacitated creature grappled by the squidling. Hit: 27 (5d10) piercing damage. If this damage reduces the target to 0 hit points, the squidling kills the target by extracting and devouring its brain.
Mind Tickle (Recharge 5–6)
The squidling magically emits psychic energy in a 30-foot cone. Each creature in that area must succeed on a DC 7 Intelligence saving throw or take 2 (1d4) psychic damage and be stunned until the end of its next turn.
Innate Spellcasting (Psionics)
The squidling's innate spellcasting ability is Intelligence (spell save DC 7). It can innately cast levitate at will, requiring no components.
At will: levitate