THE SHARED REFERENCE Adventurer

Monster

Vampire Mind Flayer

Outside your table’s allowed sources

Official reference · RHW · 2014

Creature type
Undead
Size
Medium
Armor class
15
Hit points
85 (10d8 + 40)
Speed
Walk 30 ft., Climb 30 ft.
Challenge rating
5
Alignment
Chaotic Evil
Strength
18
Dexterity
18
Constitution
18
Intelligence
5
Wisdom
15
Charisma
18
Passive Perception
15
Saving Throws
dex: +7; wis: +5; cha: +7
Skills
perception: +5; stealth: +7
Senses
Darkvision 120 ft.
Languages
understands Deep Speech but can't speak
Resistances
necrotic, psychic
Immunities
poison
Condition Immunities
charmed, exhaustion, frightened, poisoned

Traits

Spider Climb

The mind flayer can climb difficult surfaces, including along ceilings, without needing to make an ability check.

Sunlight Hypersensitivity

The mind flayer takes 20 Radiant damage if it starts its turn in sunlight. While in sunlight, it has Disadvantage on attack rolls and ability checks.

Actions

Multiattack

The mind flayer makes two Claw attacks, or one Claw attack and one Tentacles attack, and uses Mind Burst if available.

Claw

Melee Attack: +7, reach 5 ft. Hit: 8 (1d8 + 4) Slashing damage plus 10 (3d6) Necrotic damage.

Tentacles

Melee Attack: +7, reach 5 ft. Hit: 11 (2d6 + 4) Piercing damage. If the target is a Medium or smaller creature, it has the Grappled condition (escape DC 14).

Drink Sapience

Wisdom Saving Throw: DC 15, one creature the mind flayer has Grappled. Failure: 21 (6d6) Psychic damage, and the creature gains 1 Exhaustion level. The target's Hit Point maximum decreases by an amount equal to the Psychic damage taken, and the mind flayer regains Hit Points equal to that amount.

Mind Burst (Recharge 5–6)

Intelligence Saving Throw: DC 15, each creature in a 30-foot Emanation originating from the mind flayer. Failure: The target has the Incapacitated condition and repeats the save at the end of each of its turns, ending the effect on itself on a success. After 1 minute, it succeeds automatically.

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