Monster
Mind Flayer Arcanist
Official reference · MM · 2014
- Creature type
- Aberration
- Size
- Medium
- Armor class
- 15 (breastplate)
- Hit points
- 71 (13d8 + 13)
- Speed
- Walk 30 ft.
- Challenge rating
- 8
- Alignment
- Lawful Evil
- Strength
- 11
- Dexterity
- 12
- Constitution
- 12
- Intelligence
- 19
- 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.
Traits
The mind flayer 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 the mind flayer. Hit: The target takes 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.
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)
The mind flayer is a 10th-level spellcaster. Its spellcasting ability is Intelligence (save DC 15, +7 to hit with spell attacks). The mind flayer has the following wizard spells prepared:
Spell slots: 0: spells: blade ward, dancing lights, mage hand, shocking grasp; 1: slots: 4; spells: detect magic, disguise self, shield, sleep; 2: slots: 3; spells: blur, invisibility, ray of enfeeblement; 3: slots: 3; spells: clairvoyance, lightning bolt, sending; 4: slots: 3; spells: confusion, hallucinatory terrain; 5: slots: 2; spells: telekinesis, wall of force