Size:
Medium
Type:
Aberration
Form:
biped
Temper:
# App:
Lair:
Diet:
Combat Dice:
0
Hit Points:
0
Attack Rank:
0
Passive Defense:
0
Active Defense:
Damage Reduction:
0
Role:
Ground:
Climb/Arboreal:
Flight:
Swim:
Benthic:
Burrow:
Ethereal:
Aliases: Alhoon, Mind Flayer, Mind Lasher
Actions/Abilities/Traits: D&D 5e (Mind Flayer)
Actions/Abilities/Traits: D&D 5e (Mind Flayer)
Attributes
Strength: 11
Dexterity: 12
Constitution: 12
Intelligence: 19
Wisdon: 17
Charisma: 17
Saving Throws
Saving Throw Bonuses
Intelligence: +7
Wisdom: +6
Constitution: +6
Skills
arcana: +7
deception: +6
insight: +6
perception: +6
persuasion: +6
stealth: +4
Offense
Tentacles
Circumstance: Melee
7 to hit, reach 5 ft., one creature. (2d10 + 4) psychic damage. If the target is Medium or smaller, it is grappled (escape 15) and must succeed on a 15 Intelligence saving throw or be stunned until this grapple ends.
Offense
Extract Brain
Circumstance: Melee
7 to hit, reach 5 ft., one incapacitated humanoid grappled by the mind flayer. 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.
Action
Extract Brain
con 15, one creature that is Grappled by the mind flayer's Tentacles. 55 (10d10) Piercing damage. Half damage. If this damage reduces the target to 0 Hit Points, the mind flayer kills it and devours its brain.
Action
Mind Blast {@recharge 5}
The mind flayer magically emits psychic energy in a 60-foot cone. Each creature in that area must succeed on a 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)
Frequency:
At Will
Attribute: int
The mind flayer's innate spellcasting ability is Intelligence (spell save 15). It can innately cast the following spells, requiring no components:
detect thoughts
levitate
Spellcasting
Frequency:
At Will
Attribute: int
The mind flayer casts one of the following spells, requiring no spell components and using Intelligence as the spellcasting ability (spell save 15):
Detect Thoughts
Innate Spellcasting (Psionics)
Frequency:
Daily
Attribute: int
The mind flayer's innate spellcasting ability is Intelligence (spell save 15). It can innately cast the following spells, requiring no components:
dominate monster
plane shift (self only)
Spellcasting
Frequency:
Daily
Attribute: int
The mind flayer casts one of the following spells, requiring no spell components and using Intelligence as the spellcasting ability (spell save 15):
Dominate Monster
Plane Shift (self only)
Trait
Magic Resistance
The mind flayer has advantage on saving throws against spells and other magical effects.
Trait
Passive Perception
16
Items
breastplate
Resistances
psychic
Senses
darkvision 120 ft.
Languages
Deep Speech
Undercommon
telepathy 120 ft.
Environments
underdark
Mind flayers, also called illithids, are the scourge of sentient creatures across countless worlds. Psionic tyrants, slavers, and interdimensional voyagers, they are insidious masterminds that harvest entire races for their own twisted ends. Four tentacles snake from their octopus-like heads, flexing in hungry anticipation when sentient creatures come near.
In eons past, illithids controlled empires that spanned many worlds. They subjugated and consequently warped whole races of humanoid slaves, including the githyanki and githzerai, the grimlocks, and the kuo-toa. Conjoined by a collective consciousness, the illithids hatch plots as far-reaching and evil as their fathomless minds can conceive.
Since the fall of their empires, illithid collectives on the Material Plane have resided in the Underdark.
Psionic Commanders
Mind flayers possess psionic powers that enable them to control the minds of creatures such as troglodytes, grimlocks, quaggoths, and ogres. Illithids prefer to communicate via telepathy and use their telepathy when issuing commands to their thralls.
When an illithid meets strong resistance, it avoids initial combat as it orders its thralls to attack. Like physical extensions of the illithid's thoughts, these thralls interpose themselves between the mind flayer and its foes, sacrificing their lives so that their master can escape.
Hive Mind Colonies
Solitary mind flayers are likely rogues and outcasts. Most illithids belong to a colony of sibling mind flayers devoted to an elder brain-a massive brain-like being that resides in a briny pool near the center of a mind flayer community. From its pool, an elder brain telepathically dictates its desires to each individual mind flayer within 5 miles of it, for it is able to hold multiple mental conversations at once.
Hunger of the Mind
Illithids subsist on the brains of humanoids. The brains provide enzymes, hormones, and psychic energy necessary for their survival. An illithid healthy from a brain-rich diet secretes a thin glaze of mucus that coats its mauve skin.
An illithid experiences euphoria as it devours the brain of a humanoid, along with its memories, personality, and innermost fears. Mind flayers will sometimes harvest a brain rather than devour it, using it as part of some alien experiment or transforming it into an intellect devourer.
Qualith
On the rare occasion that mind flayers need to write something down, they do so in Qualith. This system of tactile writing (similar to braille) is read by an illithid's tentacles. Qualith is written in four-line stanzas and is so alien in construction that non-illithids must resort to magic to discern its meaning. Though Qualith can be used to keep records, illithids most often use it to mark portals or other surfaces with warnings or instructions.
A mind flayer's hunger for brains is outmeasured only by its thirst for dominance, and it embraces any plot that allows it to indulge both.
5e Tools
Actions/Abilities/Traits: D&D 5e (Mind Flayer)
Actions/Abilities/Traits: D&D 5e (Mind Flayer Arcanist)
Actions/Abilities/Traits: D&D 5e (Mind Flayer Arcanist)
Attributes
Strength: 11
Dexterity: 12
Constitution: 12
Intelligence: 19
Wisdon: 17
Charisma: 17
Saving Throws
Saving Throw Bonuses
Intelligence: +7
Wisdom: +6
Constitution: +6
Skills
arcana: +7
deception: +6
insight: +6
perception: +6
persuasion: +6
stealth: +4
Offense
Tentacles
Circumstance: Melee
7 to hit, reach 5 ft., one creature. (2d10 + 4) psychic damage. If the target is Medium or smaller, it is grappled (escape 15) and must succeed on a 15 Intelligence saving throw or be stunned until this grapple ends.
Offense
Arcane Tentacles
Circumstance: Melee, Ranged
9, reach 5 ft. or range 120 ft. (4d10 + 5) Psychic damage, and the mind flayer can teleport the target up to 30 feet to an unoccupied space the mind flayer can see on a surface or liquid large enough to support the target. If this damage reduces the target to 0 Hit Points, the mind flayer kills it and magically devours its brain.
Offense
Extract Brain
Circumstance: Melee
7 to hit, reach 5 ft., one incapacitated humanoid grappled by the mind flayer. 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.
Action
Multiattack
The mind flayer makes three Arcane Tentacles attacks.
Action
Mind Blast {@recharge 5}
The mind flayer magically emits psychic energy in a 60-foot cone. Each creature in that area must succeed on a 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.
Action
Mind Burst {@recharge 5}
int 17, each creature in a 40-foot Emanation [Area of Effect]|Emanation originating from the mind flayer. 41 (8d8 + 5) Psychic damage, and the target has the Stunned condition until the end of the mind flayer's next turn. Half damage only.
Innate Spellcasting (Psionics)
Frequency:
At Will
Attribute: int
The mind flayer's innate spellcasting ability is Intelligence (spell save 15). It can innately cast the following spells, requiring no components:
detect thoughts
levitate
Spellcasting
Frequency:
At Will
Attribute: int
The mind flayer casts one of the following spells, requiring no spell components and using Intelligence as the spellcasting ability (spell save 17):
Detect Magic
Detect Thoughts
Disguise Self
Mage Hand (the hand is Invisible)
Innate Spellcasting (Psionics)
Frequency:
Daily
Attribute: int
The mind flayer's innate spellcasting ability is Intelligence (spell save 15). It can innately cast the following spells, requiring no components:
dominate monster
plane shift (self only)
Shield (2/Day)
Frequency:
Daily
Attribute: int
The mind flayer casts Shield in response to that spell's trigger, using the same spellcasting ability as Spellcasting.
Shield
Spellcasting
Frequency:
Daily
Attribute: int
The mind flayer casts one of the following spells, requiring no spell components and using Intelligence as the spellcasting ability (spell save 17):
Clairvoyance
Dimension Door
Fireball (level 5 version)
Lightning Bolt (level 5 version)
Plane Shift (self only)
Sending
Slotted Spellcasting
Frequency:
Spell slots per level: L1: 4 L2: 3 L3: 3 L4: 3 L5: 2
Attribute: int
The mind flayer is a 10th-level spellcaster. Its spellcasting ability is Intelligence (save 15, 7 to hit with spell attacks). The mind flayer has the following wizard spells prepared:
Cantrip: blade ward
Cantrip: dancing lights
Cantrip: mage hand
Cantrip: shocking grasp
Level 1: detect magic
Level 1: disguise self
Level 1: shield
Level 1: sleep
Level 2: blur
Level 2: invisibility
Level 2: ray of enfeeblement
Level 3: clairvoyance
Level 3: lightning bolt
Level 3: sending
Level 4: confusion
Level 4: hallucinatory terrain
Level 5: telekinesis
Level 5: wall of force
Trait
Magic Resistance
The mind flayer has advantage on saving throws against spells and other magical effects.
Trait
Passive Perception
16
Items
breastplate
Immunities
Damage Immunities
psychic
Immunities
Condition Immunities
charmed
frightened
Senses
darkvision 120 ft.
Languages
Deep Speech
Undercommon
telepathy 120 ft.
Environments
underdark
A few mind flayers supplement their psionic power with arcane spells. However, they are regarded as deviants by their illithid peers and usually shunned.
Mind flayer arcanists enhance their psionic abilities with magic. Other mind flayers view those that undertake such experiments with disgust and fear.
5e Tools
Actions/Abilities/Traits: D&D 5e (Mind Flayer Arcanist)
Actions/Abilities/Traits: D&D 5e (Mind Flayer Clairvoyant)
Actions/Abilities/Traits: D&D 5e (Mind Flayer Clairvoyant)
Attributes
Strength: 11
Dexterity: 12
Constitution: 15
Intelligence: 21
Wisdon: 17
Charisma: 18
Saving Throws
Saving Throw Bonuses
Intelligence: +9
Wisdom: +7
Constitution: +8
Skills
arcana: +9
insight: +7
perception: +7
stealth: +5
Offense
Tentacle
Circumstance: Melee
9 to hit, reach 5 ft., one creature. (3d10 + 5) psychic damage. If the target is Medium or smaller, it has the grappled condition (escape 17) and must succeed on a 17 Intelligence saving throw or have the incapacitated condition until the grapple ends.
Offense
Extract Brain
Circumstance: Melee
9 to hit, reach 5 ft., one incapacitated Humanoid grappled by the mind flayer. (10d10) piercing damage. If this damage reduces the target to 0 hit points, the mind flayer kills it by extracting and devouring its brain.
Action
Multiattack
The mind flayer makes two Tentacle attacks.
Action
Unleash Void {@recharge 5}
The mind flayer opens a rift into the Far Realm, centered on a point the mind flayer can see within 60 feet of itself, and a tentacle lashes across creatures near the rift. Each creature other than mind flayers within 30 feet of the rift must make a 17 Intelligence saving throw, after which the tentacle disappears and the rift closes. On a failed save, a creature takes 18 (4d8) cold damage from the rift plus 18 (4d8) psychic damage from the tentacle and has the stunned condition for 1 minute. On a successful save, a creature takes half as much damage only. A stunned creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Reaction
Warp Reality
When hit by an attack roll, the mind flayer gains a +4 bonus to its AC against that attack roll, potentially causing it to miss. Then the mind flayer, along with any equipment it is wearing or carrying, magically teleports up to 60 feet to an unoccupied space it can see.
Spellcasting (Psionics)
Frequency:
At Will
Attribute: int
The mind flayer casts one of the following spells, requiring no spell components and using Intelligence as the spellcasting ability (spell save 17):
detect magic
detect thoughts
mage hand (the hand is invisible)
Spellcasting (Psionics)
Frequency:
Daily
Attribute: int
The mind flayer casts one of the following spells, requiring no spell components and using Intelligence as the spellcasting ability (spell save 17):
plane shift (self only)
clairvoyance (as an action)
dispel magic
Trait
Legendary Resistance (3/Day)
If the mind flayer fails a saving throw, it can choose to succeed instead.
Trait
Magic Resistance
The mind flayer has advantage on saving throws against spells and other magical effects.
Trait
Passive Perception
17
Immunities
Condition Immunities
blinded
charmed
frightened
Resistances
psychic
Senses
darkvision 120 ft.
truesight 15 ft.
Languages
Deep Speech
telepathy 120 ft.
Undercommon
In pursuit of reconstructing their lost empire, a few mind flayers have turned to their home plane, the Far Realm, for answers. A mind flayer clairvoyant has peered into that realm's starless depths and been subsequently rewarded with extraordinary powers.
Instead of heeding an elder brain, a mind flayer clairvoyant listens to the whispers and whims of the voices of the Far Realm. In addition to feasting on brains, a mind flayer clairvoyant can summon tentacles that rip through the fabric of reality and distort the minds of enemies.
Mind Flayers
Mind flayers, also known as illithids, feast on the brains of Humanoids across the multiverse. They are distinguished by their purple-toned skin and octopus-like heads, from which extend writhing tentacles.
5e Tools
Actions/Abilities/Traits: D&D 5e (Mind Flayer Clairvoyant)
Actions/Abilities/Traits: D&D 5e (Mind Flayer Prophet)
Actions/Abilities/Traits: D&D 5e (Mind Flayer Prophet)
Attributes
Strength: 15
Dexterity: 14
Constitution: 14
Intelligence: 20
Wisdon: 17
Charisma: 17
Saving Throws
Saving Throw Bonuses
Intelligence: +8
Wisdom: +6
Constitution: +6
Skills
arcana: +8
insight: +6
perception: +6
stealth: +5
Offense
Tentacles
Circumstance: Melee
8 to hit, reach 5 ft., one creature. (2d10 + 5) psychic damage. If the target is Medium or smaller, it has the grappled condition (escape 16) and must succeed on a 16 Intelligence saving throw or have the stunned condition until the grapple ends.
Offense
Extract Brain
Circumstance: Melee
8 to hit, reach 5 ft., one Humanoid grappled by the mind flayer. (10d10) piercing damage. If this damage reduces the target to 0 hit points, the mind flayer kills it by extracting and devouring its brain.
Action
Mind Whip {@recharge 5}
The mind flayer lashes out with psychic energy, targeting up to two creatures it can see within 60 feet of itself. Each target must succeed on a 16 Intelligence saving throw or take 23 (4d8 + 5) psychic damage and have the stunned condition for 1 minute. A stunned target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Spellcasting (Psionics)
Frequency:
At Will
Attribute: int
The mind flayer casts one of the following spells, requiring no spell components and using Intelligence as the spellcasting ability (spell save 16):
detect magic
detect thoughts
levitate
Spellcasting (Psionics)
Frequency:
Daily
Attribute: int
The mind flayer casts one of the following spells, requiring no spell components and using Intelligence as the spellcasting ability (spell save 16):
dominate monster
plane shift (self only)
true seeing
Trait
Awareness
The mind flayer has advantage on initiative rolls and can't be surprised as long as it doesn't have the incapacitated condition.
Trait
Magic Resistance
The mind flayer has advantage on saving throws against spells and other magical effects.
Trait
Passive Perception
16
Senses
darkvision 120 ft.
Languages
Deep Speech
telepathy 120 ft.
Undercommon
Some mind flayers dedicate their lives to channeling abstruse truths from beyond reality. This insight gives them preternatural senses and allows them to focus their innate psionic power.
Mind flayers, also known as illithids, feast on the brains of Humanoids across the multiverse. They are distinguished by their purple-toned skin and octopus-like heads, from which extend writhing tentacles.
5e Tools
Actions/Abilities/Traits: D&D 5e (Mind Flayer Prophet)
Actions/Abilities/Traits: D&D 5e (Mind Flayer Psion)
Actions/Abilities/Traits: D&D 5e (Mind Flayer Psion)
Attributes
Strength: 11
Dexterity: 12
Constitution: 12
Intelligence: 19
Wisdon: 17
Charisma: 17
Saving Throws
Saving Throw Bonuses
Intelligence: +7
Wisdom: +6
Constitution: +6
Skills
arcana: +7
deception: +6
insight: +6
perception: +6
persuasion: +6
stealth: +4
Offense
Tentacles
Circumstance: Melee
7 to hit, reach 5 ft., one creature. (2d10 + 4) psychic damage. If the target is Medium or smaller, it is grappled (escape 15) and must succeed on a 15 Intelligence saving throw or be stunned until this grapple ends.
Offense
Extract Brain
Circumstance: Melee
7 to hit, reach 5 ft., one incapacitated humanoid grappled by the mind flayer. 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.
Action
Mind Blast {@recharge 5}
The mind flayer magically emits psychic energy in a 60-foot cone. Each creature in that area must succeed on a 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)
Frequency:
At Will
Attribute: int
The mind flayer is a 10th-level spellcaster. Its innate spellcasting ability is Intelligence (spell save 15; 7 to hit with spell attacks). It can innately cast the following spells, requiring no components:
guidance
mage hand
vicious mockery
true strike
detect thoughts
levitate
Innate Spellcasting (Psionics)
Frequency:
Daily
Attribute: int
The mind flayer is a 10th-level spellcaster. Its innate spellcasting ability is Intelligence (spell save 15; 7 to hit with spell attacks). It can innately cast the following spells, requiring no components:
dominate monster
plane shift (self only)
Trait
Magic Resistance
The mind flayer has advantage on saving throws against spells and other magical effects.
Trait
Passive Perception
16
Senses
darkvision 120 ft.
Languages
Deep Speech
Undercommon
telepathy 120 ft.
Environments
underdark
Mind flayers sometimes devote themselves to deeper study of psionic power, and many excel at using their innate psionic energy to duplicate the casting of spells.
Mind Flayer
Mind flayers, also called illithids, are the scourge of sentient creatures across countless worlds. Psionic tyrants, slavers, and interdimensional voyagers, they are insidious masterminds that harvest entire races for their own twisted ends. Four tentacles snake from their octopus-like heads, flexing in hungry anticipation when sentient creatures come near.
In eons past, illithids controlled empires that spanned many worlds. They subjugated and consequently warped whole races of humanoid slaves, including the githyanki and githzerai, the grimlocks, and the kuo-toa. Conjoined by a collective consciousness, the illithids hatch plots as far-reaching and evil as their fathomless minds can conceive.
Since the fall of their empires, illithid collectives on the Material Plane have resided in the Underdark. Psionic Commanders. Mind flayers possess psionic powers that enable them to control the minds of creatures such as troglodytes, grimlocks, quaggoths, and ogres. Illithids prefer to communicate via telepathy and use their telepathy when issuing commands to their thralls.
When an illithid meets strong resistance, it avoids initial combat as it orders its thralls to attack. Like physical extensions of the illithid's thoughts, these thralls interpose themselves between the mind flayer and its foes, sacrificing their lives so that their master can escape.
Hive Mind Colonies
Solitary mind flayers are likely rogues and outcasts. Most illithids belong to a colony of sibling mind flayers devoted to an elder brain-a massive brain-like being that resides in a briny pool near the center of a mind flayer community. From its pool, an elder brain telepathically dictates its desires to each individual mind flayer within 5 miles of it, for it is able to hold multiple mental conversations at once.
An illithid experiences euphoria as it devours the brain of a humanoid, along with its memories, personality, and innermost fears. Mind flayers will sometimes harvest a brain rather than devour it, using it as part of some alien experiment or transforming it into an intellect devourer.
Qualith
On the rare occasion that mind flayers need to write something down, they do so in Qualith. This system of tactile writing (similar to braille) is read by an illithid's tentacles. Qualith is written in four-line stanzas and is so alien in construction that non-illithids must resort to magic to discern its meaning. Though Qualith can be used to keep records, illithids most often use it to mark portals or other surfaces with warnings or instructions.
Hunger of the Mind
Illithids subsist on the brains of humanoids. The brains provide enzymes, hormones, and psychic energy necessary for their survival. An illithid healthy from a brain-rich diet secretes a thin glaze of mucus that coats its mauve skin.
5e Tools
Actions/Abilities/Traits: D&D 5e (Mind Flayer Psion)
Actions/Abilities/Traits: OSE
Actions/Abilities/Traits: OSE
Environments
underdark
Actions/Abilities/Traits: OSE