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Credits
GameDesign: Christopher Stewart
Layout: Jess (Jackdaw) Burns
Art: Jess Burns, Lydia Asselstine, Gilang Armi &
Maulido Armi
Proofreading & Editing: Mai Huynh
CoverDesign: Tonymidi Artworks
blackcrowngames.com
Masters of the Mind - Page 1
Table of Contents Glossary
Table of Contents Magic Items 15
Illithid Equipment 17
Introduction2
B
Monsters17 elow is the table of contents for terms used in the book. • Larvae. The plural of larva. In this case, multiple
Glossary3 Brainstealer Dragon 17 Some of the monsters and words used originate from ceremorph tadpoles.
Ecology4 A Brainstealer Dragons Lair 19 other sources where more details can be found. For • Lizardfolk. Reptilian humanoids who commonly reside in
Biology4 Golems22 each item, these details can be found in the listed source. humid jungles, swamps, and temperate climates Monster
Food����������������������������������������������������������������������������������������������������������������������������������������������4 Wa
B 1G:)e0 ����������������������������������������������������������������������������������������������������������������������22
Manual pg. 204.
Mouth and Tentacles������������������������������������������������������������������������������������������������������4 NPWa)aa G:)e0 ����������������������������������������������������������������������������������������������������������������24 • Aboleth. Large aberrant creatures that are said to be older
Senses������������������������������������������������������������������������������������������������������������������������������������������4 Grey Weaver 26 than the gods. Monster Manual pg. 13. • Mind Flayer. Horrid tentacle faced aberrations who feed
Reproduction������������������������������������������������������������������������������������������������������������������������4 Mozgriken28 ec)O\~e)P:¥:bWa1\˝M:1\eeWMa1Oa)˝P ––W˝
• Chuul. Survivors of the aboleth empire. Chuuls are
Culture and society 6 Skimlexis29 • Mind Flayer-kin. A ceWe0:WT eae d¥eW\ W:0 ee
cWO\eace:O\cWeaeOWe\eaeeWe0:d§ed1d
a eOW1ed1e:a
Illithid Minds��������������������������������������������������������������������������������������������������������������������������X Tzakandi31 ePTca) TOWe 01d ¤aeWP eae :O)d We\O)e W:0
subservient race by the aboleths. Monster Manual pg. 40.
Elder Brains����������������������������������������������������������������������������������������������������������������������������X Uchuulon35 O0a1:d\)&ee)~e\¨O0a1\¨:W:eeW\0)aW:\e\˝
Colonies�������������������������������������������������������������������������������������������������������������������������������������Y Urophion37 • Ceremorph. A creature that has already undergone
Generating your own Colony 7 Mind Flayer Variants 39 ceWe0:WT:\\ \ee be):˝ :e
B 01d ¤aeW\
P 1d
a 01d • Mozgriken. The resulting ceremorph after a deep gnome
Player Options 9 We\e
P :I)\e1\1e ����������������������������������������������������������������������������������������������������������39
Mind Flayer Assassin��������������������������������������������������������������������������������������������������40
¤aeW&1
P We
a ceWe0:WT\˝ undergoes ceremorphosis. Found on pg. 28.
Races10 • Ceremorph Tadpole. The larval stage of the ceremorph life • Nautiloid. A ePTe : \Te)) Da00eW O\ed bP 01d ¤aeW\˝
P
Mind Flayer������������������������������������������������������������������������������������������������������������������������10 Vehicles41 cycle. Adult ceremorphs lay eggs in brine pools. These eggs Found on pg. 41
M:SW&e1 ����������������������������������������������������������������������������������������������������������������������������12 Nautiloid41 then hatch into tadpoles where they will either be used for
&a
a S T 1d ��������������������������������������������������������������������������������������������������������������������������������13 • Oblex. A 0:d§ed \)0e eae \ caTab)e : shapeshifting
ceremorphosis or be eaten by the elder brain. 1e: Te:T)e eae e \a b\:Wbed˝
a M:Wde1&a1e1Ł\ :0b
T
Feats14
• Ceremorphosis. The metamorphic transformation that :F:e\T˝–WY
occurs when a creature becomes the host of a illithid • Psionics. Another term for psychic powers.
tadpole. The transformation begins with the brain.
• Psionicists. A person with a talent for using psionics.
Introduction •
U
Deep Gnome. A race of gnome that lives in the
1deWda W&˝M:1\eeWMa1Oa)T˝‡XW 1d
Tome of Foes pg. 113.
a M:Wde1&a1e1Ł\
• Roper. Large tentacled creatures that pose as large
\ea)a0ee\1d
a \ea)aceee\˝M:1\eeWMa1Oa)T˝–X˝W
• Shadowfell. )\: A &1:1 \a ee T)a1e : \ad:˝ eT
Very few monsters in fantasy challenges that needed updating. and monstrous natures as hostile • Doppelganger. A monstrous humanoid sized
\ad:e))\ a b)ea& T)a1e :e\ee1ce eae :~eW)aT\ ee
roleplaying are as iconic as mind We want to ensure that players aggressors. However, that is only the shapeshifter that hides in plain site in society. Monster
0aeeWa) T)a1e )&e a WeP¨ deTWe\\1 We¤ece:1 : :OW
Manual pg. 82.
¤aeW\˝
P eWeŁ\
T a ):e : \e:WP e: have a comfortable experience source material. We encourage all Wea)0˝DO1e:1Ma\eeW\GOdeT˝·W˝
these Lovecraftian monsters with while playing their games. As such, players to introduce neutral or even • Drider. The monstrous transformation forced upon daW&
• Skimlexis. The resulting ceremorph after a doppelganger
1a TTeeee
a :WbWa1\˝ePT Ł~ed a a details have been updated to remove ::d 01d ¤aeW\
P e: eeW 0e\˝
a e)~e\˝e\e
T T::WdaW&e)~e\~e a :¥e1ded:Wd\T)ea\ed
undergoes ceremorphosis. Found on pg. 29.
whole family of monsters throughout the most harmful material, such For example, in my own game, one their matriarch, house, or Lolth herself. Monster Manual
eeede:1\¨e\:0e0a&1e1e: as prejudice against people with T)aeW
P \1a e)ed 01d ¤aeW
P : pg. 120. • Spelljammer. A type of ship that can travel to other planes
current editions while others have disabilities and strong elements \ 1: ):1eW O1deW ee 1¤Oe1ce : through the power of magic or psionics.
• Elder Brain.eT )eadeW\:01d¤aeW
P \:ceeP˝ Mind
bee1 )ee be1d˝\T b::&0\ a e: : b)e\0˝
a M1d ¤aeW\
P We
a e~) eeW c:):1PŁ\ e)deW bWa1˝ \A \Oc¨ ¤aeW
P c:):1e\ We
a 0:\e c:00:1)P )ed bP e)deW bWa1\¨ • Svirfneblin.eT 1deWda
U W&eeW0:WdeeT1:0e\˝ Monster
reincarnate some of those forgotten creatures, but we want to limit his character has developed his own (or ulitharids who have not yet ascended into elder Ma1Oa)T˝‡X W 1d
a M:Wde1&a1e1Ł\:0e
T :F:e\T˝†˝
W
monsters and items and bring in certain parallels with the real world morals and a desire to explore the bWa1\˝V:):Ł\GOdee:M:1\eeW\T˝Y‡˝ W • Tzakandi. eT We\O)e1 ceWe0:WT eeW
a a )SWd:)&
a
some new ones. and advise players to use their best world and possibly even free other • Grey Weaver. The resulting ceremorph after a drider undergoes ceremorphosis. Found on pg. 31.
judgments. 01d ¤aeW\
P W:0 eeW ePWa11ca) O1deW:e\ceWe0:WT:\\˝F:O1d:1T˝–X˝ • Uchuulon. The resulting ceremorph after a chuul undergoes
\T d:e\1Łe c:0ee:Oe \:0e
leaders. • Illen’gka. The word for grey weavers in undercommon. ceWe0:WT:\\˝F:O1d:1T˝†·˝
challenges though. As time has eWe
T We
a \e))e)e0e1e\:ca\ee
changed, we must be mindful of what ba\ed \:ceeP e 01d ¤aeW\
P ea As a new and budding company, we • Illithid. eT O1deWc:00:1 :Wd :W a 01d ¤aeW˝
P • Ulitharid.ePA Te:01d¤aeW
P eaee~e1eOa))Pbec:0e\1a
Monster Manual pg. 221. e)deWbWa1˝V:):Ł\GOdee:M:1\eeW\T˝Y·˝ W
we put into the world. With that said, the top of the hierarchy showing 1e
a e:\eaWe:¥We˝eW We
a :Te1e:
some legacy material that inspired cruelty towards lower castes. This is eedbac&1da cWec\01d
a :Teeae • Underdark. An expansive underground terrain below the
• Illithid Tadpole. Another word for ceremorph tadpole.
ee :W&\ 1 e\ b::& ca0e e intended to demonstrate their evil you enjoy the fruits of our labour. \OWace:eeeaWe˝:Wd
S :aC \ed~e1eOWeWŁ\
A GOdeT˝‚‚˝
• Illithidae. eT eeW0 :W a 01d ¤aeW&1
P 1
• Urophion. The resulting ceremorph after a roper undergoes
undercommon.
ceWe0:WT:\\˝F:O1d:1T˝†Y˝
Infravision You gain the following ability as a bonus action: Elder Brain Transceiver eT \TeaWŁ\e)deW ca1 eeeWWT ee c:Wd :W eee e: a
secure object. If done, the ethereal creature is forced into the
Your sight primarily relies on infrared light. As such, you have Wee
T e0e\TeWda¨P :O P ca1Tc&eaa Weee1†Veeeeae Wondrous Item, very rare (requires attunement by telepathic
material plane until released.
d\ad~a1eae :1eea
a c& W:))\1da :1\d:0
W eWceTe:1
P :O
P ca1\ee˝eea
A c&\0ade1\e
a a eaeeaWee\c:WecWeca
a ) creatures)
cec&\eaeWe)P:1\ee1:O¨
P eeeaWee::OW
P eea
a c&¨ e :11a O10:d§ed W:)) :‚W :W –V˝\T b)ePa WeVOWe\ Glaregoggles
M1d ¤aeW\
P 0O\e :ee1 )ea~e ee c:):1P 1d
a :TeWaee
or whatever you are trying to perceive is in direct sunlight. your concentration as if concentrating on a spell. Wondrous Item, Uncommon
without the immediate guidance of their elder brains. While
e\e
T d\ad~a1eae\ )\:
a TT)P
a e1 eWP1 e: eea
a c& Shadow Blend 01d ¤aeW\
P d: ePTca))P :TeWaeeOe:1:0:O\)P
a ¨ eeWeWe
a These goggles translate light into a more visible spectrum
O1deadcWeaeOWe\:Wd:TeWceTe:1cec&\eaeWe)P:1\e e0e\e1eŁ\1ece\\aWPe:~eWeO)aWWeT:We\bac&e:ee for its wearer. While wearing these goggles, the wearer is
Prerequisite: Mozgriken, Level 10 elder brain.
for seeing the undead. 1:e¥eceed
a bPee1eae~ee¥ece\:\O1)e\e1\e~eP:W
• Increase your Dexterity score by 1, to a maximum of 20 E)deWWa B 1Wa
T 1\ce~eW\We
a )aWe¨1:10:b)ee\aTed infravision.
Telepathy
Y:Oca1\Tea&ee)eTaeca))Pe:1Pa cWeaeOWee1–V
W eee • )eW 1d0)e:WdaW&1e\\¨:O P ca1O\e:OW
P b:1O\ T:d\eae)):
a 01d¤aeW\
P 1da :eeWee)eTaeccWeaeOWe\
to communicate with the synchronized elder brain from vast Extractor Shuriken
of you. You and the targeted creature must share a common action to become invisible along with anything you are
wearing or carrying. The invisibility lasts until you use distances that would typically not be possible by normal Weapon (shuriken) Item, very rare
language.
b:1O\
a ce:1
a e:e1de:WO1e):O P eea
a c&¨We
a 1bWe telepathic means. TecO)a
A W)P\aTed\OW&e1:WedW:0da
a 0a1e1eeae
Languages light, or are incapacitated. We\e0b)e\01d
a ¤aeW
P ead˝
Y:Oca1\Tea&¨Wead¨1d
a Wee:00:1¨
C 1deWc:00:1¨
U 1d
a Exosuit
Deep Speech. In addition, you can read and write Qualith. Stunning Blast Armour (plate), very rare It has the thrown property with a normal range of 20 feet
Prerequisite: Mind Flayer, Level 12 Inspired by the dampsuit, this armour does not protect the 1d
a a ):1Wa1e :VX eee˝e1 W :O
P e a cWeaeOWee
Feats • Increase your Intelligence score by 1, to a maximum of
wearer from dehydration but rather potential dangers. a Wa1ed eea a c&e e\ eaT:1¨ e dea)\ –d• TeWc1
da0ae˝ eT \OW&e1 Oe:0a
a eca))P e\ ee cWeaeOWeŁ\
Extract Brain 20 The armour has 4 charges and gives a +1 bonus to AC. As a ead¨ 1da ee b)ade)&e ee1eac)e\ d1e: ee \&O)) 1da
• When you use your Mind Blast, creatures that fail the bonus action, the wearer can spend 1 charge to do one of the eeWaceTece\:eecWeaeOWeŁ\bWa1¨TeW0a1e1e)PdWa11
Prerequisite: Mind flayer, Level 10
Intelligence save are stunned for one minute. A creature following. it of 1 point of intelligence.
When you are grappling a medium creature that is can repeat the saving throw at the end of each of its
• F:W01Oee¨
W eeeaWeW1\
a ø–e:eeWDEX\c:Wee:a
Incapacitated, you may use your action to burrow your eOW1\¨e1d1eee¥ece:1\Occe\\˝
a Manual of Brain Golems
maximum of 20
ee1eac)e\ eW:O ee cWeaeOWeŁ\ \&O))˝\T dea)\ VdW
W V Wondrous Item, very rare
points of piercing damage. If this deals lethal damage to a Stunning Tentacles • For 1 minute, the wearer gains +2 to their STR score to a
Prerequisite: Mind flayer, Level 8 maximum of 20 This tome contains information and incantations necessary
creature, you may use your devour brain ability.
While attuned, the armour regains half of its charges during e: 0a&e a bWa1:)e0˝:T decTeW1d a O\e ee 0a1Oa)¨
Levitation • Increase your Intelligence score by 1, to a maximum of
a long rest. :O
P 0O\e be a \Te))ca\eeWeea )ea\e e: ·e)e~e) \Te))
20. \):e\˝cWea
A eOWeeaeca1ŁeO\e0aa 1Oa):bWa1:)e0\1d a
Prerequisite: Aberration (ceremorph)
• e1e~eW
W :O
P 0a&e a \Occe\\O) eea
a c&1\eaa a Ghost Anchor eee0Te\
a e:Weadeea&e\dX
X T\Pccda0ae˝
By focusing your mind, you now have gained the ability to lift creature using :OW
P ee1eac)e\¨eecWeaeOWe0O\e0a&e
Weapon (Spear) Artifact (requires attunement) :T cWeaee a bWa1:)e0¨:O
P 0O\e \Te1d YV da\P :W&1
:OW\e)
P :¥eeW:O1d˝)eW 0a1ea11c:1ce1eWae:1\a an Intelligence save or be stunned for a minute. The DC
c:1ce1eWae1:1\Te))¨
a :O
P 1a ¤Pa 1\Teed:V˝
W \ • T)O\:OW
P TW:§ce1cP b:1O\ T)O\:OW P I1ee))e1ce G:\e1c:W
a \ a eW:1\TeaWea e1¨ )eee without interruption with the manual at hand and resting
0:d§eW˝ c:Wdc:11eceede:e\b)O1ee1d¨0ea\OW1Y·eee):1˝eT no more than 8 hours per day. You must also pay 90,000gp to
\TeaWŁ\\ae\eWa1\TaWe1e1da 0adeW:00aa eeWa)ca))ed purchase supplies.
nephelium.
1&
P Euphoria
hostile to you.
Wea
C eOWe\ 1 ee WadO\ ca1Łe ea&e
Weapon, uncommon (requires attunement by aberration (ceremorphs)
L:10:d§ed b)ade\ eaeeea
a ce: ceWe0:WTee1eac)e\
Monsters was used. The colony will often become adversarial and
:cO\e\ e¥:We\ :1 eTa1\:11d
)\:¨
a 1cWea\1e\ 1O0beW\˝
A )&e O)eaWd¨e\ c:00:1:W bWa1\eea)eW dWa:1\
Weace:1\1d
a 0O\eW:))dX
a ea ee\eaWe allowing them to further weaponize their tentacles and the There are countless horrors to face when at battle with mind
e: )ea~e ee c:):1P e OT e: )a : ee 01d ¤aeW\ P
of each of its turns to determine its enzyme produced by them. ¤aeW\˝
P M1d ¤aeW\
P We
a eaWed:W::d Wea\:1˝eT Ta1
to start their own colony. However, some brainstealer
behaviour during the turn. eaeeePca11¤ce:e\W
a beP:1deeTP\ca)˝
eT b)ade\~e
a ee§1e\\e¨Weac¨1d
a )eTW:TeWee\1d a dragons in their adult or ancient stages will instead
‡˝
W eT eaWee ea&e\ 1: ce:1
a
or bonus action and uses all of its
a ø– b:1O\ e:eea
a c&1d
a da0ae˝e1W a cWeaeOWe\e Brainstealer Dragon beeWaP1d
:Wce˝
a &)) ee e)deW bWa1 WO)1ee e1eWe c:):1P bP
:0ee0e\
S e\ \1Łe e1:O¨ 1d a ee bWa1\eea)eW
movement to move in a random
eeeee1eac)eeee1\:1\¨edea)\dX
W \)a\1da0ae Brainstealer dragons are only dragons by name.
1da dX
W cd
a da0ae˝ Physically, they have very little in common with true )) c:1VOeW :eeW 01d ¤aeW P c:):1e\˝ Wa
B 1\eea)eW
direction.
dragons, but what they share is considered pitiful by true dWa :1\ We
a a da
1eW e: ))˝
a Nea
WbP 01d ¤a
eW
P c:):1e\
·X˝eT eaWeed:e\1Łe0:~e˝ We
a 1 DO\e \a 0Oc da1eW \a 1:1))ed c~)Se:1\ a 1
dragons. Their wings look like skin hanging from bone,
and their scales are tiny and soft. What makes the brain ee1deWda
U W&˝
At Will: command, detect thoughts, clairvoyance, mage hand, Mind Blast (Costs 3 Actions). The Dragon recharges its Mind Blast and
mending, minor illusion, sleep, sending uses it.
3/Day Each: confusion, geas, hold monster, mental prison, modify Tail Attack. TeDWa:10a&e\aea)eea
a c&˝
memory, phantasmal force, telekinesis
Tentacle. TeDWa:10a&e\aee1eac)eeea
a c&˝
1/ Day Each: feeblemind, dominate monster, mass suggestion, mirage
arcane, power word pain
Claw. Melee Weapon Attack: øWV e: e¨ Weac · e˝¨ :1e eaWee˝ Hit: 12 STR DEX CON INT WIS CHA Actions
STR DEX CON INT WIS CHA
–dXø·\)a\1da0ae˝ 17 (+3) 16 (+3) 17 (+3) 19 (+4) 13 (+1) 21 (+5)
21 (+5) 16 (+3) 21 (+5) 20 (+5) 15 (+2) 25 (+7) Multiattack. Te dWa:1 0a&e\ eWee eea
a c&\˙ :1e e e\ e1ea
T c)e\
and two with its claws.
Tentacle. Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit:
32 (4d10 + 3) psychic damage. If the target is a huge or smaller creature, Saving Throws DEX øY¨ CON øY¨ INT ø•¨ WIS ø·¨ CHA ø‚
Saving Throws DEX ø•¨ CON øWV¨ INT øWV¨ WIS øY¨ CHA øW – Claw. Melee Weapon Attack: øY e: e¨ Weac · e˝¨ :1e eaWee˝ Hit: 10
it is grappled (escape DC 18) and must succeed on a DC 21 Intelligence Skills AWca1a ø•¨ DeceTe:1 ø‚¨ I1\e ø·¨ I1e0dae:1 ø‚¨
Skills AWca1a øWV¨ DeceTe:1 øW –¨ I1\e øY¨ I1e0dae:1 øW –¨ –dXø†\)a\1da0ae˝
\a~1eW: :Wbe\eO11edO1e)ee WaTT)ee1d\˝TecWeaeOWeea&e\
PeWceTe:1 ø·¨ PeW\Oa\:1 ø‚
PeWceTe:1 øY¨ PeW\Oa\:1 øW – W· †dX ø · T\Pcc da0ae ea ee \eaWe : eac : e\ eOW1\ O1e) ee Tentacle. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit:
grapple ends. Damage Resistances P \Pcc
Damage Resistances P \Pcc 20 (3d10 + 4) psychic damage. If the target is a huge or smaller creature,
Senses B)1d\e †V e˝¨ DaW&~\:1 W –V e˝¨ Pa\\~e PeWceTe:1 e \ WaTT)ede\caTeDCW· a1d0O\e\Occeed:1aDCWXI1ee))e1ce
Senses B)1d\e †V e˝¨ DaW&~\:1 W –V e˝¨ Pa\\~e PeWceTe:1 Tail. Melee Weapon Attack: +10 to hit¨ Weac W· e˝¨ :1e eaWee˝ Hit: 14
W· \a~1eW: :Wbe\eO11edO1e)ee WaTT)ee1d\˝TecWeaeOWeea&e\
WY –d•ø·b)Ode:11da0ae˝ W –dX ø ‡ T\Pcc da0ae ea ee \eaWe : eac : e\ eOW1\ O1e) ee
Languages Deep Speech, Draconic, Telepathy 100 ft,
Languages Deep Speech, Draconic, Telepathy 100 ft, Extract Brain. Me)ee eaW T:1 eea
A c&˙ øWV e: e¨ Weac · e˝¨ :1e
grapple ends.
Undercommon
Undercommon incapacitated humanoid grappled by the brainstealer dragon. Hit:
Challenge ‚ ·¨VVV XP Proficiency Bonus +4 Extract Brain. Me)ee eaW T:1 eea
A c&˙ ø• e: e¨ Weac · e˝¨ :1e
Challenge WX ¨VVV XP Proficiency Bonus ø· YW WdW– TeWc1 da0ae˝ I e\ da0ae WedOce\ ee eaWee e: V incapacitated humanoid grappled by the brainstealer dragon. Hit:
e T:1e\¨ ee bWa1\eea)eW dWa:1 &))\ ee eaWee bP eeWace1 1d a XV WdWV TeWc1 da0ae˝ I e\ da0ae WedOce\ ee eaWee e: V
devouring its brain.
Magic Resistance. The brainstealer dragon has advantage on saving e T:1e\¨ ee bWa1\eea)eW dWa:1 &))\ ee eaWee bP eeWace1 1d a
Creature Sense. The brainstealer dragon is aware of the presence of devouring its brain.
Mind Blast (recharge 5-6). The brainstealer dragon emits psychic eW:\1\e
a \Te))\1d
a :eeW0aca)e¥ece\˝
cWeaeOWe\ e1 · 0)e\ : e eae a~e a1 I1ee))e1ce \c:We : ‡ :W
eW˝ Ie &1:\ ee d\ea1ce a1d dWece:1 e: eac cWeaeOWe¨ a\ e)) e1eWP˝CWeaeOWe\:eebWa1\eea)eWdWa:1Ł\c:cee1XVeee:
Innate Spellcasting (Psionics). Te dWa:1Ł\ 11aee \Te))ca\e1 Mind Blast (recharge 5-6). The brainstealer dragon emits psychic
a\ eac :1eŁ\ I1ee))e1ce \c:We¨ bOe ca1Łe \e1\e a1P e1 e)\e ab:Oe e0O\e\Occeed:1DCa W•I1ee))e1ce\a~1eW::Wea&e†W‡dW–ø
b)eP
a \ I1ee))e1ce \Te)) \a~e DC XW ø• e: e e \Te)) eea
a c&\˝ Ie e1eWP˝CWeaeOWe\:eebWa1\eea)eWdWa:1Ł\c:cee1XVeee:
e˝ A cWeaeOWe TW:eeceed bP a 01d b)a1& \Te))¨ a 1:1deeece:1 \Te))¨ ·T\Pccda0ae1d
a be\eO11ed:W01Oee˝ W eaA Weeca1WeTeaeee
can innately cast the following spells, requiring no components: e 0O\e \Occeed :1 a DC XW I1ee))e1ce \a~1 eW: :W ea&e –X ·d• ø
:W \0)aW 0a c ca1Łe be TeWce~ed 1 e\ 0a11eW˝ \a~1 eW: ea ee e1d : eac :e\ eOW1\¨ e1d1 ee e¥ece :1 e\e) 4) psychic damage and be stunned for 1 minute. A target can repeat the
on a success. on a success.
At Will: command, detect thoughts, clairvoyance, mage hand, \a~1 eW: ea ee e1d : eac :e\ eOW1\¨ e1d1 ee e¥ece :1 e\e)
Legendary Resistance (3/Day). If the brainstealer dragon fails a saving on a success.
Frightful Presence.EaccWeaeOWe:eedWa:1Ł\c:ceeae\e1 mending, minor illusion.
throw, it can choose to succeed instead.
120 feet of the dragon and aware of it must succeed on a DC 23 Wisdom
Magic Resistance. The brainstealer dragon has advantage on saving saving throw or become frightened for 1 minute. A creature can repeat
throws against spells and other magical effects. ee \a~1 eW: ea ee e1d : eac : e\ eOW1\¨ e1d1 ee e¥ece :1 • Wea
C eOWe\e1·0)e\:1a bWa1\eea)eWdWa:1ee)
e\e) :1 a \Occe\\˝ I a cWeaeOWeŁ\ \a~1 eW: \ \Occe\\O) :W ee
1:O\
a 1d a )&e eeP We
a 1 da1eWe \:0ee1
Innate Spellcasting (Psionics). The dragon’s innate spellcasting e¥ece e1d\ :W e¨ ee cWeaeOWe \ 00O1e e: ee dWa:1Ł\ FWeO) Weapons, Armour & Items
ability is Intelligence (spell save DC 18; +10 to hit with spell attacks). It PWe\e1ce:Wee1ee–‡:OW\˝ constantly watching them. . 1d4 vials of ilithidae slime, 1d6 lbs of dragon claws, 1d4 lbs of
can innately cast the following spells, requiring no components: • eT dWa:1 ca1 :Wce a cWeaeOWe e: 0a&e a DC –W undamaged brainstealer dragon scales:
Legendary Actions Charisma saving throw. On a failed save, the creature
At Will: command, detect thoughts, clairvoyance, mage hand, d12 Item(s)
mending, minor illusion Te dWa:1 ca1 ea&e † )ee1daWP ace:1\¨ c::\1 W:0 ee :Te:1\ feels paranoia of a conspiracy against them.
below. Only one legendary action option can be used at a time and 1-6 1 brainstealer dragon brain
• Any creature in the area hears faint, incomprehensible
:1)P ea ee e1d : 1:eeW
a cWeaeOWeŁ\ eOW1˝ Te dWa:1 Wea1\ \Te1e Y‚ eW1&ee
A eaede1e§e\eedWa:1W:0e\TWe)ed)e
3/day each: confusion, hold person, phantasmal force, sending, sleep whispers in the deepest recesses of its mind. This
legendary actions at the start of its turn. 10-11 1 brainstealer dragon eye
1/Day Each: charm monster, geas, hallucinatory terrain, mass
T\PccdeeWeO\c:1\\e\:eedWa:1Ł\\eWaPe:Oe\ 12 Tome of Clear Thought
suggestion, mental prison, modify memory, telekinesis Detect. TedWa:10a&e\aW\d:0PeWceTe:1cec&˝ comming led with those of other creatures to which it is
)1&ed˝ (For each stage of the dragons age, increase the die by 1. (ex. a
Tail Attack. TedWa:10a&e\aea)eea
a c&˝ wyrmling uses 1d4, and a young dragon uses 2d4).)
Iee bWa1\eea)eW dWa:1 de\¨ ee\e e¥ece\00edaee)P
Tentacle.TebWa1\eea)eWdWa:10a&e\aee1eac)eeea
a c&˝
end.
Brain Golem
devouring its brain.
Golems 1d\
a bPcaWWP1:Oeea\&\eaeWe
:Wde~:O\:Wee01d¤aeW\
a e::0T:Wea1e¨\ecWee¨
P e1eec:):1P˝1ce
S ee STR DEX CON INT WIS CHA
equal to the psychic damage dealt.
Magic Resistance. The golem has adv antage on saving throws against
Brain Golem golem cannot communicate and incapable of Independent
thought or complex problem solving, there are limitations
24 (+7) 9(-1) 16 (+3) 10 (+0) 12 (+1) 8 (-1) \Te))\1d
a :eeW0aca)e¥ece\˝
Nyraala Golem
Large construct, Unaligned Immutable Form. Te :)e0 \ 00O1e e: 1Pa \Te)) :W e¥ece eae
Armour Class 18 (Natural Armour) would alter its form.
Hit Points 98 (10d10 + 43) Magic Resistance. The golem has advantage on saving throws against
Speed 30 ft. \Te))\1d
a :eeW0aca)e¥ece\˝
Large aberration, Lawful Evil Innate Spellcasting (Psionics). The grey weaver innate spellcasting
Armour Class 12 (Natural Armour) b)eP
a \ I1ee))e1ce \Te)) \a~e DC Y˝
W Ie ca1 11aee)P ca\e ee
following spells, requiring no components:
Hit Points 110 (13d10 + 39)
Speed 30 ft. At Will: augury, detect thoughts
Mozgriken
ecaB O\e : e\ eWeae0e1e¨ ee 0:SW&e1 :ee1 c:1\deW
ba
a 1d:11 eeW c:):1e\˝ H:e~eW¨ eePŁWe Ta1O))P
We
a a 1::1e:O)dea&eee011d a :O)dVOc&)PTeW\
1 ee 1deWda
U W&˝ E~e1 O1eed¨ eeW ca1ce\ : \OW~~a)
Small aberration (shapechanger), Lawful Evil Shapeshifter. Te 0:SW&e1 ca1 O\e e\ ace:1 e: T:)P0:WT 1e:
Armour Class 15 (Natural Armour) 1Pa S0a)) cWeaeOWe :W :bDece O1e)e\ c:1ce1eWae:1 e1d\¨ :W bac&1e: would be slim.
its true form. Its statistics are the same in each form so long as it is
Hit Points 34 (8d6 + 6) polymorphed into a creature. Any equipment it is wearing or carrying
Speed 20 ft. \1ŁeeWa1\:W0ed
STR DEX CON INT WIS CHA I ee 0:SW&e1 ca1e\ \aTe 1e: 1a :bDece e\ CA \ V
W 1d
a e\
e T:1e\ We0a1 ee \a0e˝ A \ 1a :bDece¨ e\ \e1\e\ \e)) :W&¨ 1d
a Skimlexis
13 (+1) 15 (+2) 14 (+2) 17 (+3) 16 (+3) 15 (+2) e ca1 ea&e 1: ace:1\ eceTe :W WeeOW11 e: e\ :W1a) \aTe :W It’s very rare for mind flayers to capture a doppelganger,
polymorphing into a new creature or object. as it’s almost always unintentional. However, if a mind
Saving Throws INT ø·¨ WIS ø·¨ CHA ø‡ flayer colony does convert a doppelganger, it could
Shadow Blend. )e W 1 d0 )e :W daW&1e\\¨ ee 0:SW&e1 ca1 O\e
Skills AWca1a ø·¨ DeceTe:1 ø‡¨ I1\e ø·¨ PeWceTe:1 ø·¨ a bonus action to become invisible, along with anything it is wearing mean the end of several civilizations.
Seea)eøX :W caWWP1˝ Te 1~\b)eP )a\e\ O1e) ee 0:SW&e1 O\e\ a b:1O\
Senses DaW&~\:1 W –V e˝¨ Pa\\~e PeWceTe:1 W – ace:1 e: e1d e :W O1e) ee 0:SW&e1 eea
a c&\¨ \ 1 bWe )e¨ :W \
incapacitated.
Languages U1deW\ea1d\ bOe ca11:e \Tea& DeeT STeec¨
G1:0\¨ a1d U1deWc:00:1˝e)eTa
T eP W –V e˝ Sight Link. A \ a b:1O\ ace:1 ee 0:SW&e1 ca1 eaWee a cWeaeOWe e
ca1 \ee˝ Te 0:SW&e1 ee1 1: ):1eW \ee\ eW:O e\ :1 ePe\ bOe
Challenge † YVV XP Proficiency Bonus+2 instead sees through the eyes of the targeted creature. If the targeted
cWeaeOWe\TOeO1deWaeS e¥ece\Oca\0edO\a a Ł\TeeWP1ae¨ S Master Infiltrators. D:TTe)a1eW\ We a We0aW&ab)e
ee0:SW&e10O\e)\: a 0a&e1Pa WeVOWed\a~e\:We)\eO1deW:ee
Body Weaponry. Te 0:SW&e1 ca1 O\e T\:1c\ e: \aTe e\ b:dP \a0ee¥ece\˝
1§)eWae:W\˝ H:e~eW¨ c:0TaWed e: a \&0)e\¨ ee
\: eae e\ \)a0 eea
a c& ca1 be ca1ed e: d: b)Ode:11¨ TeWc1¨ doppelganger can seem almost harmless. When trying to
:W \)a\1 da0ae˝ Ie\ \)a0 eea
a c&\ dea) 1a adde:1a) † d‡
W øW Innate Spellcasting (Psionics). Te M:SW&e1Ł\ 11aee \Te))ca\e1
T\Pccda0ae˝)eW e\b)eP
a \ace~e¨ee0:SW&e1ca11:eO\e
:~eWeW:a c~)Se:1¨
a 01d ¤aeW\
P ~ea \e~eWa) eacec\
ability is Intelligence (spell save DC 13). It can innately cast the at their disposal. For example, they may try to manipulate
e\1d\
a :WWe§1eddeeeW:O\ea\&\˝ following spells, requiring no components: Weapons, Armour & Items a leader from afar with psionics by manipulating their
Creature Sense. Te 0:SW&e1 \ aWe : ee TWe\e1ce : cWeaeOWe\ A fabric like portion of corporeal shadow
At Will: detect thoughts thoughts, posing suggestions as thoughts they came up with
within 2 miles of it that have an Intelligence score of 4 or higher. It
on their own. Or they may start a cult by posing telepathic
&1:\ ee d\ea1ce 1d
a dWece:1 e: eac cWeaeOWe¨ a\ e)) a\ eac
cWeaeOWeŁ\ I1ee))e1ce \c:We¨ bOe ca1Łe \e1\e 1Pa e1 e)\e b:Oe
a e˝
Actions d12 Item(s)
c:00O1cae:1 \a TWe0e1e:1\ eae ee 01d ¤aeW\
P
1-6 1 Scroll of Darkness
A cWeaeOWe TW:eeceed bP a 01d b)a1& \Te))¨ a 1:1deeece:1 \Te))¨ :W Slam. Melee Weapon Attack: ø† e: e¨ Weac · e˝¨ :1e cWeaeOWe˝ Hit˙ · 7-9 Ring of Obscuring (Explorer’s uG ide to Wildemount) personally ensure come true. One common method is
\0)aW0acca1ŁebeTeWce~ed1e\0a11eW˝ dX
W ø–b)Ode:11da0ae˝ 10-11 Shadowfell Shard (Tasha’s Cauldron of Everything) to abduct and enthral a political leader to use them as a
12 Portable hole
Magic Resistance. Te 0:SW&e1 a\ ad~a1eae :1 \a~1 eW:\ political puppet.
1\e
a \Te))\1d
a :eeW0aca)e¥ece\˝
Skimlexis
:cO\eeWe¥:We\e)\eeWe˝&a a S T 1d\Teca)Se1b)ee\
a
that aid them in physical combat. They can create a force of
inertia around their bodies to form a full body shield,
Medium aberration (shapechanger), Lawful Evil Innate Spellcasting (Psionics). Te \&0)e\Ł\ 11aee \Te))ca\e1
Armour Class 15 (Natural Armour) b)eP
a \ I1ee))e1ce \Te)) \a~e DC XW˝ Ie ca1 11aee)P ca\e ee
following spells, requiring no components:
Hit Points 79 (14d8 +16)
Speed 30 ft. At will: calm emotions, detect thoughts, enthrall, levitate
WdaP eac˙ charm person, hold person, dominate person, geas, mass
r si n c e V o s k became
STR DEX CON INT WIS CHA
ried, eve uard seem
“... I’m wor
suggestion, modify memory, sleep
12 (+1) 22 (+6) 14 (+2) 20 (+5) 17 (+3) 19 (+4) t h e c i t y g
council, tics
Actions head of the o r e i n vo lved in poli
nd m
Saving Throws INT ø•¨ WIS øX ¨ CHA øY
Tentacles. Melee Weapon Attack: ø• e: e¨ Weac · e˝¨ :1e eaWee˝ to be more a t h e blacksmith
Skills AWca1a ø•¨ DeceTe:1 øWV ¨ I1\e øX ¨ PeWceTe:1 øX ¨
Hit
-Ro b e r t ,
XW –dWV ø · T\Pcc da0ae˝ I ee eaWee \ MedO0 :W \0a))eW¨ e \
PeW\Oa\:1 øY¨ Seea)e ø• WaTT)ed e\caTe DC W– 1d a 0O\e \Occeed :1 a DC XW I1ee))e1ce
Condition Immunities Charmed saving throw or be stunned until this grapple ends..
Senses DaW&~\:1 W –V e˝¨ Pa\\~e PeWceTe:1 WX Extract Brain. Me)ee eaW T:1 eea
A c&˙ øY e: e¨ Weac · e˝¨ :1e
Languages Common, Deep Speech, Telepathy 120 ft., 1caTaceaeed O0a1:d WaTT)ed bP ee \&0)e\˝ Hit: The target
ea&e\··VdW
W VTeWc1da0ae˝Ie\da0aeWedOce\eeeaWeee:
Undercommon Ve T:1e\¨ ee \&0)e\ &))\ ee eaWee bP eeWace11d
a de~:OW1
Challenge · W¨•VV XP Proficiency Bonus+3 its brain.
Tzakandi
Medium aberration, Neutral Evil &a
Sa T 1d1\
a aT:1e:eaO\e:1˝
Armour Class 16 (Natural Armour)
Innate Spellcasting (Psionics). Te eS&a
a 1dŁ\ 11aee \Te))ca\e1
Hit Points 60 (10d8 +15) ability is Intelligence (spell save DC 13). It can innately cast the
Speed 30 ft. swim 30 ft. following spells, requiring no components:
STR DEX CON INT WIS CHA at will: detect thoughts, disguise self, levitate
14 (+2) 12 (+1) 14 (+2) 16 (+3) 14 (+2) 13 (+1) Actions eee0Te
a e:bOWW:eW:OacWa1O0˝eT eS&aa 1d~ea Tzakandi Generals. e1 W eS&a
a 1d¨ ee e1eWa)\ We a
Multiattack. Te eS&a
a 1d 0a&e\ eWee 0e)ee eea
a c&\˝ O1e e e\
great aim and always target the eyes of their opponents comparable to Ulitharids in leadership roles. Should
Saving Throws INT ø·¨ WIS ø‡¨ CHA ø† a eS&a
a 1d caTea1 \: e1:O :We 1d a ~a)Oe¨ ee
bee¨1d
a e:eeŁ\c)a\ I ee eS&aa 1d ee) eae eeP We
a §e1 a T:eWO)
Skills AWca1a ø·¨ I1\e ø‡¨ PeWceTe:1 ø‡¨ Seea)e ø† O)eaWd :W e)deW bWa1 )) 0a&e c)a0 : ee eS&a a 1d
Senses DaW&~\:1 W –V e˝¨ Pa\\~e PeWceTe:1 ‡W Bite. Melee Weapon Attack: ø‡ e: e¨ Weac · e˝¨ :1e cWeaeOWe˝ Hit: · :TT:\e:1¨ eeP )) O\e ea1dWO1 eacec\˝ H:e~eW¨
\a e\ TeW\:1a) eee1da a 1e˝ eT eS&a a 1dŁ\ TW:W)P
Languages Deep Speech, Draconic, Telepathy 120 ft., dX
W ø–TeWc1da0ae˝ eePce
a \a OaWd\¨ eeP)) 1:e WeeWeae1da §e O1e)
0TW1eed 01d ¤aeW P \a 1: \aP 1 ee 0aeeeW˝ e1
W
Undercommon their bitter end.
Claws. Melee Weapon Attack:ø‡e:e¨ Weac · e˝¨:1ecWeaeOWe˝ Hit: 4 a 01d ¤aeW
P c:):1P\a a eS&a
a 1de1eWa)¨ e)) ea&e
Challenge ‡ W¨WVV XP Proficiency Bonus+2 (1d4 + 2) slashing damage. Tzakandi Captians. &a aS T 1d eae ~e
a TW:~e1 eeW a leadership role within the colony, being higher in the
Acid Glob 1/day. TeeS&a
a 1d\Te\a):b:acdeaWeac:–V e˝¨ value and worth enough to be noticed by ulitharids social heirarchy to all but the most elite of ceremorphs
Magic Resistance. Te eS&a
a 1d a\ ad~a1eae :1 \a~1 eW:\ :W e)deW bWa1\ We a TW:0:eed e: caTea1\˝ &a aS T 1d such as the elder brain, ulitharid, brain stealer dragons,
eaWee1:1ecWeaeOWe˝TeeaWee0O\e0a&eDC a W–DeeeWeP\a~1
1\e
a \Te))\1d
a :eeW0aca)e¥ece\˝
eW: :Wea&eW· †d•ø–acdda0ae:1)ed
a \a~e¨:W)a a\0Oc caTea1\)))) )ead W:OT\ : OT e: –V :eeW eS&a
a 1d and grey weavers.
da0ae:1\Occe\\O)
a :1e˝IeeeaWee)\
a ee\a~ebP·:W0:We¨ee
Hold Breath.TeeS&a
a 1dca1:)de\bWeae:WW·01Oee\˝
target is blinded for 1 minute. 1d
a c::Wd1aee Wad\ :1 \0a)) eWbe\ e ee :a) :
e1
W 0ac ee0\ Wea c:1§\caeed W:0 01d ¤aeW P
caTeOW1O0a1:d\:Wee01d¤aeW\˝ P
Inertial Armour. TeeS&a
a 1da\ø–e:e\CAI1c)Oded1e\CA ˝
Bonus Actions ~ce0\¨ee01d¤aeW\ P ))ePTca))Pde\eW:P\adee0\¨
Captains will be granted better equipment than other :e~eW eeP )) §W\e be 1\Teceed bP ee eS&a a 1d
Adrenal Control 1/day. A \ a b:1O\ ace:1 ee eS&a
a 1d eW:\ e\
Molecular Manipulation 3/day. Target a creature within 30 feet eS&a
a 1d¨ beaW1 ba\c W0:OW\
a 1d
a 0e)eee eaT:1\¨ e1eWa)¨\a e0ac::\e
P e:ea&e\adee0:We\e)˝
0eeab:)\0 1e: :~eWdW~e˝ F:W OT e: W 01Oee¨ )) a 0e)ee eea
a c&\ e
eae ee eS&a
a 1d ca1 \ee˝ eea
A c&\ 0ade 1\e
a eae cWeaeOWe We
a although if their platoon is successful the captain and its
0a&e\~e
a ad~a1eae¨1d
a 1Pa W:))\:W:W– W:00e)eeeea
a c&\ca1
c:1\deWed cWeca) e\ :1 1a O10:d§ed W:)) : ‚W :W –V˝ T\ b)eP
a
be WeW:))ed :1ce˝ EeeW W:)) 0aP be O\ed˝ AeeW e\¥ece
a \ :~eW¨ ee crew might be better equiped.
WeVOWe\eeeS&a a 1dŁ\c:1ce1eWae:1a\c:1ce1eWae1:1a\Te))˝
Uchuulon
Large aberration, Lawful Evil poisoned for 1 minute. Until this poison ends, the target is paralyzed.
Armour Class 15 (Natural Armour) The target can repeat the saving throw at the end of each of its turns,
e1d1eee¥ece:1e\e):1a\Occe\\˝
Hit Points 77 (10d10 +22)
Speed 20 ft. swim 20 ft. T\ b)eP
a ca1 be eWeWed e1 ee OcOO)):1 0a&e\ a T1ceW
eea
a c&¨ :W ee OcOO):1 \ eea
a c&ed bP 1a O1aW0ed eea
a c&¨ :W bP a
STR DEX CON INT WIS CHA eaT:1 e ee )e eaT:1 TW:TeWeP˝ LaWeW eaT:1\ eae &eeT
distance with the uchuulon do not cause this ability to trigger.
17 (+3) 12 (+1) 13 (+1) 5 (-3) 12 (+1) 8 (-1)
Protective Slime. Critical hits made against the Uchuulon are negated
Urophion that an illithid can collect their brain to join the elder
brain. However, the odd few grow bitter over their
and the uchuulon can not be grappled. In most cases, most successful hosts for ceremorph second-class status and leave their sentry points to
Saving Throws INTW¨ WIS ø†¨ CHA øW
tadpoles have at least somewhat humanoid shape pursue their own goals.
Skills PeWceTe:1 ø†¨ Seea)e ø† Actions bodies. However strage it may be, ropers somehow
Damage ImmunitiesP:\:1 prove to be successful hosts for ceremorphosis.
Condition ImmunitiesP:\:1ed Multiattack. Te cOO) 0a&e\ e: T1ceW eea
a c&\˝ I ee cOO) \ Combat . Upon discovering intruders, the urophion will
grappling a creature, the chuul can also use its tentacles once. hit as many enemies as possible with its powerful mind
Senses DaW&~\:1 X V e˝¨ Pa\\~e PeWceTe:1 W · Urophions spend most of their time in camouflage,
Languages Understands Deep Speech Telepathy and Pincer. Melee Weapon Attack: ø· e:e¨ Weac V W e˝¨ :1e cWeaeOWe˝ Hit: b)a\e˝ FW:0 eeWe¨ ee OW:T:1 )) \eW&e :Oe e e\
either hanging from rocky ceilings imitating
V
W –dX ø † TeWc1 da0ae˝ Te eaWee \ WaTT)ed e\caTe DC W† tentacles and reel in its targets. If matched against
O1deWc:00:1 bOe ca1Łe \Tea& e \ a LaWe :W \0a))eW cWeaeOWe 1d a ee cOO) d:e\1Łe ~e a e: :eeW stalactites or standing on the ground imitating
physically more powerful foes, the Urophion will try to
Challenge ‡ W¨WVV XP Proficiency Bonus +2 creatures grappled. stalagmites. These horrors of the Underdark stand
almost 10 feet tall and have long whip-like tentacles drain the prey of its strength.
Tentacles. One creature grappled by the uchuulon must succeed on a it uses to grapple prey with that surround its mouth.
Amphibious. The uchuulon can breathe air and water. DC 13 Constitution saving throw or be poisoned for 1 minute. Until this
poison ends, the target is stunned. The target can repeat the saving Their bodies produce the same mucus that gives “Wait... hold
Aquatic. Uchuulon have advantage on Dexterity based saving throws eW: ea ee e1d : eac : e\ eOW1\¨ e1d1 ee e¥ece :1 e\e) :1 a illithid their special resistance against magic. up. It looks lik
movement on th e there’s
if the uchuulon is submerged in water. success. Gatekeepers. Despite not living within the community, e cieling. We h
Urophions spend their entire lives serving it. Most careful here.” ave to be
Magic Resistance. The Uchuulon has advantage on saving throws Extract Brain. Me)ee eaW T:1 eea
A c&˙ ø· e: e¨ Weac · e˝¨ :1e
1\e
a \Te))\1d
a :eeW0aca)e¥ece\˝ incapacitated humanoid grappled by the uchuulon. Hit: The target urophions serve their colony for their entire life. While -Nikoli, the ra
ea&e\··VdW
W VTeWc1da0ae˝Ie\da0aeWedOce\eeeaWeee: server, the urophion look forward to their demise so nge r
Paralytic Slime. I a cWeaeOWe 0a&e\ TP\ca) c:1eace e ee VeT:1e\¨eeOcOO):1&))\eeeaWeebPeeWace11d a de~:OW1
OcOO)):1¨ eeP 0O\e 0a&e a DC W– C:1\eeOe:1 \a~1 eW: :W be its brain.
STR DEX CON INT WIS CHA Actions STR DEX CON INT WIS CHA
Mind Scimitar. Melee Weapon Attack +7 to hit, Weac·e˝¨:1ecWeaeOWe˝
Hit:XdX
W ø†\)a\1da0aeT)O\Y–dXT\Pccda0ae˝
11 (+0) 12 (+1) 12 (+1) 19 (+4) 18 (+4) 17 (+3) Tentacles. Melee Weapon Attack: øY e: e¨ Weac · e˝¨ :1e cWeaeOWe˝ 11 (+0) 17 (+3) 16 (+3) 19 (+4) 17 (+3) 17 (+3)
Hit: W· –dWV ø ‡ T\Pcc da0ae˝ I ee eaWee \ MedO0 :W \0a))eW¨ Tentacle Extensions. Melee Weapon Attack:øYe:e¨WeacV
W e˝¨:1e
e\WaTT)ede\caTeDCW·1d a 0O\e\Occeed:1aDCW·I1ee))e1ce creature. Hit:XdX
W ø†\)a\1da0aeT)O\XdX
W ø†acdda0ae˝
Saving Throws INT øY¨ WIS øY¨ CHA øX Saving Throws DEX øY¨ INT øY¨ WIS øY¨ CHA øX
saving throw or be stunned until this grapple ends.
Skills PeWceTe:1 øX ¨ H\e:WP øY¨ I1\e øX ¨ PeW\Oa\:1 øX ¨ Skills AWca1a ø•¨DeceTe:1 øY¨ I1\e øY¨ PeWceTe:1 øY¨ Extract Brain. Me)ee eaW T:1 eea
A c&˙ ø• e: e¨ Weac · e˝¨ :1e
Re):1 øY¨ Seea)e ø‡ Extract Brain. Me)ee eaW T:1 eea
A c&˙ øY e: e¨ Weac · e˝¨ :1e 1caTaceaeed O0a1:d WaTT)ed bP ee 01d ¤aPeW˝ Hit: The target
PeW\Oa\:1 øY¨ Seea)e øWW ea&e\··VdW
W VTeWc1da0ae˝Ie\da0aeWedOce\eeeaWeee:
Senses DaW&~\:1 W –V e˝¨ Pa\\~e PeWceTe:1 WX 1caTaceaeed O0a1:d WaTT)ed bP ee 01d ¤aPeW˝ Hit: The target
ea&e\··VdW
W VTeWc1da0ae˝Ie\da0aeWedOce\eeeaWeee: Senses DaW&~\:1 W –V e˝¨ Pa\\~e PeWceTe:1 WY VeT:1e\¨ee01d¤aPeW&))\eeeaWeebPeeWace11d a de~:OW1
Languages Deep Speech, Telepathy 120 ft., Undercommon VeT:1e\¨ee01d¤aPeW&))\eeeaWeebPeeWace11d a de~:OW1 Languages Deep Speech, Telepathy 120 ft., Undercommon its brain.
Challenge • †¨‚VV XP Proficieny Bonus +3 its brain. Challenge ‚ ·¨VVV XP Proficieny Bonus +4 Mind Blast. RecaWe ·X˝ Te 01d ¤aPeW 0aca))P e0e\ T\Pcc
Mind Blast. RecaWe ·X˝ Te 01d ¤aPeW 0aca))P e0e\ T\Pcc e1eWP 1 a XV::e c:1e˝ Eac cWeaeOWe 1 eae Wea
a 0O\e \Occeed :1
e1eWP 1 a XV::e c:1e˝ Eac cWeaeOWe 1 eae Wea
a 0O\e \Occeed :1 a DC XW I1ee))e1ce \a~1 eW: :W ea&e ––‡d• ø ‡ T\Pcc da0ae
Innate Spellcasting (Psionics). Te 01d ¤aPeWŁ\ 11aee \Te))ca\e1 Special Equipment. Te 01d ¤aPeW eaW\ 1a e:\Oe\ 1d
a ‡ ee1eac)e and be stunned for 1 minute. A creature can repeat the saving throw
b)eP
a \ 1ee))e1ce \Te)) \a~e DC W·˝ Ie ca1 11aee)P ca\e ee a DC W· I1ee))e1ce \a~1eW: :W ea&e ––‡d• ø ‡ T\Pcc da0ae
extensions. ea eee1d:eac:e\eOW1\¨e1d1eee¥ece:1e\e):1a\Occe\\˝
following spells, requiring no components: and be stunned for 1 minute. A creature can repeat the saving throw
ea eee1d:eac:e\eOW1\¨e1d1eee¥ece:1e\e):1a\Occe\\˝
At will: detect thoughts, levitate
Magical Resistance. Te 01d ¤aPeW a\ ad~a1eae :1 \a~1 eW:\ Bonus Actions
1\e
a \Te))\1d
a :eeW0aca)e¥ece\˝
Channel Divinity: OW1 T U1dead WdaP˝ A \ 1a ace:1¨ ee 01d ¤aPeW
0aPTWe\e1ee\:)P\P0b:)1d a \Tea&aTWaPeWce1\OW1eeO1dead˝ Exosuit Amplification. Te 01d ¤aPeW \Te1d\ W : ee e:\OeŁ\
da
W P˙ dominate monster, plane shift (self only) Innate Spellcasting (Psionics). Te 01d ¤aPeWŁ\ 11aee \Te))ca\e1 caWe\e:1a :1e:ee:)):1be1e§e\:Wee1ee:OW˙
Eac O1dead eae ca1 \ee :W eaWe e1 †V eee :0 0O\e 0a&e a
b)eP
a \ 1ee))e1ce \Te)) \a~e DC XW˝ Ie ca1 11aee)P ca\e ee
Spellcasting. Te 01d ¤aPeW \ a Ve)e~e) W C)eWc˝ Ie\ \Te))ca\e1 Wisdom saving throw. If the creature fails its saving throw, it is turned
following spells, requiring no components: • A +2 bonus to Dexterity to a maximum of 20
b)eP
a \ W\d:0 \a~e DC W·¨ øY e: e e \Te)) eea
a c&\˝ Te 01d :WW01Oee:WO1e)eea&e\1Pa da0ae˝IeeO1dead\CRW:W):eW
it is destroyed. • A +2 bonus to Strength to a maximum of 20
¤aPeWa\ee:)):1c)eWc\Te))\TWeTaWed˙ At will: detect thoughts, enhance ability, freedom of movement, • A +1 bonus to AC
levitate, longstrider
Cantrips (at will): Mending, Resistance, Spare the Dying, Toll The Dead A turned creature must spend its turns trying to move as far away from
ee01d¤aPeWa\eca1¨1d a eca1Łe))1)P0:~ee:\Ta a cee1†V
da
W P˙ dominate monster, pass without trace, plane shift (self only)
1st level (4 slots): Bless, Detect Evil and Good, Cure Wounds, Guiding eee:ee01d¤aPeW˝Ie)\: a ca1Łeea&eWeace:1\˝F:We\ace:1¨eca1
Bolt, Protection from Evil and Good O\e :1)P ee Da\ ace:1 :W eWP e: e\caTe W:0 1a e¥ece eae TWe~e1e\
e W:0 0:~1˝ I eeWeŁ\ 1:eWe e: 0:~e¨ ee cWeaeOWe ca1 O\e ee
Vehicles
2nd level (3 slots): Blindness/Deafness, Prayer of Healing, Silence Dodge action. enclosed structure is necessary for illithid as harsh sun
(and star) light can dry their skin and negatively impact
their vision. Because of this, most labour and deck
Nautiloid work outside of the shell is performed by thralls. The
nautiloid has a membrane that provides some minor
Nautiloids are devices of pure marvel. Large boat-like
Mind Flayer Assassin M1d¤aeW
P \\a
a \\1\:eW:O\e~eWa)TWeTaWae:1\e: structures that can soar not only the skies but the very protection from sun glare. However, if mind flayers
e1\OWe eaee1eŁ\ e0e:W ee0 e: 0a&e eeWeea
a c& stars themselves. Sadly, these constructs of wonder are venture to the deck, they will typically wear protective
Get the Job Done Right. Oee Q :ee1¨ 01d ¤aeW\
P )) that they are unhindered, undetected, and capable of gear.
exceedingly rare even to their creators. Nautiloids are
avoid getting their own hands dirty, instead relying 0a&1VOc&
a e\caTe˝ the primary ship used by mind flayers, although this
eWa))\¨ :)e0\¨ :W :eeW )ac&eP\ eae eeP 0e~e
a ea Besides the shell, the next most noticeable feature is
isn’t their only vessel, but rather the most common one. the four giant tentacles jutting out from the front of
eeW d\T:\a)˝ Oee1 e1:O¨ a 01d ¤aeW
P \ 0:We ea1
caTab)e : ea&1 :Oe 0edd)e\:0e d~e1eOWeWŁ\¨
a bOe The nautiloid’s first and most notable detail is its large the ship. At first glance, these tentacles look intended
sometimes the job requires a specialist. shell-like structure. Inside this structure are multiple for ramming. However, a closer look reveals that the
decks. These “shells” provide a safe and comfortable tentacles can unravel and serve secondary purposes,
abode for mind flayers during their journeys. This such as landing or boarding other ships. A Nautiloid has
the following features:
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Black Crown
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Masters of the Mind - Page 42