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Mind Flayer

    A grey man with the head of some elongated squid commands the goblins forward. Without so much as a word, he orders them into formations far more intricate than what the goblins would be capable of alone. Upon reaching the fortified wall of the castle, his milky white eyes pierce through the guards of the front gate and they let the drawbridge begin to lower. Before his minions have swarmed the castle, he wraps two of his long tentacles around your throat and puts the other two through your eyes.

Mind Flayer CR 8
XP: 4,800
LE Medium Aberration
Init: +6; Senses: Darkvision 60 ft.; Perception +16

DEFENSE:
AC: 15, Touch 12, Flat-Footed 13 (+2 Dex, +3 natural)
HP: 55 (10d8+10)
Fort: +4; Ref: +5; Will: +10
SR: 21

OFFENSE:
Speed: 30 ft.
Melee: 4 tentacles +9 (1d4+1 plus grab) 
Space: 5 ft.; Reach: 5 ft.
Psi-Like Abilities: (ML 10th, concentration +17)
    At Will - Compelling Voice (DC 17, three targets), Defy Gravity, Empathic Connection (DC 14), Inertial Armor (+11 armor), Planar Travel, Read Thoughts (DC 15)

STATISTICS:
Str 12, Dex 14, Con 12, Int 19, Wis 17, Chr 17 
Base Atk: +7; CMB: +8 (+2 vs. grapple); CMD: 20 (+2 vs. grapple)
Feats: Combat Manifestation, Improved Grapple, Improved Initiative, Improved Unarmed Strike, Weapon Finesse
Skills: Bluff +16, Diplomacy +16, Intimidate +16, Knowledge (psionics) +17, Perception +16, Sense Motive +16, Spellcraft +17, Stealth +15
Languages: Common, Undercommon, telepathy 100 ft.

SPECIAL ABILITIES:
    Mind Blast (Su): Mind flayers are able to project a 60 foot cone of psychic static that causes anyone in the area of effect to make a Will save, DC 18, or be stunned for 3d4 rounds. This ability is used as a standard action that does not provoke and is considered a mind-affecting effect. The saving throw DC is Charisma based. 

    Thought Tentacle (Ex): If a mind flayer has someone grappled and successfully deals damage to that target, instead of the normal physical damage, it can choose to deal 1d4+2 points of Intelligence damage instead. This ability only works on creatures with an actual brain. Thus, it does not work on constructs, elementals, plants, oozes or undead in addition to creatures that either do not have an actual brain or the brain is not physically inside the grappled creature.

ECOLOGY:
Environment: Underground
Organization: Solitary, pair, or cult (3-5)
Treasure: Double Standard
Role: Spell
Source: MM1, pg. 187

    Masters of dark manipulation and telepathic abilities, mind flayers are tactical coordinators on the mortal plane. Often leading legions of aberrations and other underground creatures, these beings telepathically control any who they come across, turning them either into slaves or keeping them to consume their brains at a later date. Intelligent, crafty and vain, mind flayers are consumed with the perfection of their thoughts and the domination of others.
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