THE SHARED REFERENCE Adventurer

Monster

Grazilaxx

Outside your table’s allowed sources

Official reference · OotA · 2014

Creature type
Aberration
Size
Medium
Armor class
15 (breastplate)
Hit points
71 (13d8 + 13)
Speed
Walk 30 ft.
Challenge rating
7
Alignment
Neutral
Strength
11
Dexterity
12
Constitution
12
Intelligence
18
Wisdom
17
Charisma
17
Passive Perception
16
Saving Throws
int: +7; wis: +6; cha: +6
Skills
arcana: +7; deception: +6; insight: +6; perception: +6; persuasion: +6; stealth: +4
Senses
darkvision 120 ft.
Languages
Deep Speech, Undercommon, telepathy 120 ft., Dwarvish, Elvish

Traits

Magic Resistance

Grazilaxx has advantage on saving throws against spells and other magical effects.

Actions

Tentacles

Melee Weapon Attack: +7 to hit, reach 5 ft., one creature. Hit: 15 (2d10 + 4) psychic damage. If the target is Medium or 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 Grazilaxx. Hit: The target takes 55 (10d10) piercing damage. If this damage reduces the target to 0 hit points, Grazilaxx kills the target by extracting and devouring its brain.

Mind Blast (Recharge 5–6)

Grazilaxx 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.

Innate Spellcasting (Psionics)

Grazilaxx'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)

Innate Spellcasting

Grazilaxx can innately cast can cast the teleport spell once per day, but the intended destination must be within 30 feet of another society member. This teleport effect can be disrupted (see "Faerzress"), which is how society members sometimes end up in far corners of the Underdark, separated from their fellows.

1/day each: teleport

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