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<blockquote data-quote="GreatestHonor" data-source="post: 9486837" data-attributes="member: 7042229"><p>What might from a distance appear a man in robes grows ever more hideous on further inspection, its face twisted into an inhuman mask that makes a mockery of nature. The daemon breathes an enervating gas to weaken prey before sapping its quarry of all life.</p><p></p><p><strong>Mindflayer</strong></p><p><em>Medium Abberation (Daemon), Chaotic Evil</em><img src="https://www.enworld.org/attachments/1599001688295-png.125413/" alt="1599001688295.png" class="fr-fic fr-dii fr-draggable " data-size="" style="" /></p><p><strong>Armor Class</strong> 14 (Natural Armor)</p><p><strong>Hit Points</strong> 45 (7d8 + 14)</p><p><strong>Speed</strong> 10 ft., fly 25 ft. (hover)</p><p><strong>Initiative</strong> 9 (-1)</p><p><img src="https://www.enworld.org/attachments/1599001689306-png.125414/" alt="1599001689306.png" class="fr-fic fr-dii fr-draggable " data-size="" style="" /></p><table style='width: 100%'><tr><td><strong>STR</strong></td><td><strong>DEX</strong></td><td><strong>CON</strong></td><td><strong>INT</strong></td><td><strong>WIS</strong></td><td><strong>CHA</strong></td></tr><tr><td>17 (+3)</td><td>8 (-1)</td><td>14 (+2)</td><td>18 (+4)</td><td>13 (+1)</td><td>7 (-2)</td></tr></table><p><img src="https://www.enworld.org/attachments/1599001691083-png.125415/" alt="1599001691083.png" class="fr-fic fr-dii fr-draggable " data-size="" style="" /></p><p><strong>Saving Throws</strong> Int +7, Wis +4</p><p><strong>Damage Resistance</strong> cold, psychic</p><p><strong>Damage Immunities</strong> necrotic</p><p><strong>Condition Immunities</strong> Charmed, Exhaustion, Frightened</p><p><strong>Senses</strong> darkvision 120 ft., passive Perception 11</p><p><strong>Languages</strong> ——</p><p><strong>Challenge</strong> 5 (1,800 XP) <strong>Proficiency Bonus</strong> +3</p><p><img src="https://www.enworld.org/attachments/1599001692326-png.125416/" alt="1599001692326.png" class="fr-fic fr-dii fr-draggable " data-size="" style="" /></p><p><strong><em>Aversion to Sunlight.</em></strong> When the mindflayer enters or starts its turn in an area of sunlight it must succeed a DC 15 Constitution saving throw or have its Constitution ability score reduced by 1. If the mindflayer’s Constitution score reaches 0 this way, it is destroyed. This reduction disappears after a short or long rest within an area of darkness. While within sunlight, the mindflayer has Disadvantage on attack rolls and ability checks.</p><p></p><p><strong><em>Daemonic Attacks.</em></strong> Whenever the mindflayer deals damage against another creature other than another daemon, that creature must succeed on a DC 13 Constitution or Charisma saving throw (creature’s choice) or have its hit point maximum reduced by half of the damage dealt. This reduction can be reverted by a short or long rest or the spell <em>lesser restoration</em> or similar magic.</p><p></p><p><strong>Limited Magic Reistance.</strong> The mindflayer has Advantage on saving throws against magical effects and spells of 5th level or lower.</p><p></p><p><strong><u>ACTIONS</u></strong></p><p><em><strong>Befuddling Grasp.</strong></em> <em>Melee Spell Attack:</em> +7 to hit, reach 5 ft., one target. <em>Hit.</em> 11 (2d6 + 4) necrotic damage. If the target is a creature, it must succeed a DC 15 Wisdom saving throw or be Confused for 1 minute. A Confused creature can repeat its saving throw at the end of each of its turns, ending the effect on itself on a success.</p><p></p><p><em><strong>Cloak Grapple.</strong></em> <em>Melee Weapon Attack:</em> +6 to hit, reach 5 ft., one target. <em>Hit.</em> The target is Grappled by the mindflayer (escape DC 14) and takes 16 (3d10) psychic damage at the start of each of the mindflayer’s turns (including this one) and the mindflayer regains the same number of hit points. While grappling a creature this way, the mindflayer cannot use this action and its movement speeds are reduced to 5 feet.</p><p></p><p><em><strong>Icy Breath (Recharge 5-6).</strong></em> The mindflayer spews frigid brine in a 15-foot cone. Each creature in this area must make a DC 15 Dexterity saving throw, taking 14 (4d6) cold damage on a failed save, or half as much on a success. A creature that takes any of this damage must also make a DC 15 Constitution saving throw. On a success, nothing happens. On a failed save, the creature’s Strength- and Dexterity-based weapon attacks only deal half of their rolled damage (rounded down) for 1 minute. An affected creature can repeat its saving throw at the end of each of its turns, ending the effect on itself on a success.</p></blockquote><p></p>
[QUOTE="GreatestHonor, post: 9486837, member: 7042229"] What might from a distance appear a man in robes grows ever more hideous on further inspection, its face twisted into an inhuman mask that makes a mockery of nature. The daemon breathes an enervating gas to weaken prey before sapping its quarry of all life. [B]Mindflayer[/B] [I]Medium Abberation (Daemon), Chaotic Evil[/I][IMG alt="1599001688295.png"]https://www.enworld.org/attachments/1599001688295-png.125413/[/IMG] [B]Armor Class[/B] 14 (Natural Armor) [B]Hit Points[/B] 45 (7d8 + 14) [B]Speed[/B] 10 ft., fly 25 ft. (hover) [B]Initiative[/B] 9 (-1) [IMG alt="1599001689306.png"]https://www.enworld.org/attachments/1599001689306-png.125414/[/IMG] [TABLE width="100%"] [TR] [td][B]STR[/B][/td][td][B]DEX[/B][/td][td][B]CON[/B][/td][td][B]INT[/B][/td][td][B]WIS[/B][/td][td][B]CHA[/B][/td] [/TR] [TR] [td]17 (+3)[/td][td]8 (-1)[/td][td]14 (+2)[/td][td]18 (+4)[/td][td]13 (+1)[/td][td]7 (-2)[/td] [/TR] [/TABLE] [IMG alt="1599001691083.png"]https://www.enworld.org/attachments/1599001691083-png.125415/[/IMG] [B]Saving Throws[/B] Int +7, Wis +4 [B]Damage Resistance[/B] cold, psychic [B]Damage Immunities[/B] necrotic [B]Condition Immunities[/B] Charmed, Exhaustion, Frightened [B]Senses[/B] darkvision 120 ft., passive Perception 11 [B]Languages[/B] —— [B]Challenge[/B] 5 (1,800 XP) [B]Proficiency Bonus[/B] +3 [IMG alt="1599001692326.png"]https://www.enworld.org/attachments/1599001692326-png.125416/[/IMG] [B][I]Aversion to Sunlight.[/I][/B] When the mindflayer enters or starts its turn in an area of sunlight it must succeed a DC 15 Constitution saving throw or have its Constitution ability score reduced by 1. If the mindflayer’s Constitution score reaches 0 this way, it is destroyed. This reduction disappears after a short or long rest within an area of darkness. While within sunlight, the mindflayer has Disadvantage on attack rolls and ability checks. [B][I]Daemonic Attacks.[/I][/B] Whenever the mindflayer deals damage against another creature other than another daemon, that creature must succeed on a DC 13 Constitution or Charisma saving throw (creature’s choice) or have its hit point maximum reduced by half of the damage dealt. This reduction can be reverted by a short or long rest or the spell [I]lesser restoration[/I] or similar magic. [B]Limited Magic Reistance.[/B] The mindflayer has Advantage on saving throws against magical effects and spells of 5th level or lower. [B][U]ACTIONS[/U][/B] [I][B]Befuddling Grasp.[/B][/I] [I]Melee Spell Attack:[/I] +7 to hit, reach 5 ft., one target. [I]Hit.[/I] 11 (2d6 + 4) necrotic damage. If the target is a creature, it must succeed a DC 15 Wisdom saving throw or be Confused for 1 minute. A Confused creature can repeat its saving throw at the end of each of its turns, ending the effect on itself on a success. [I][B]Cloak Grapple.[/B][/I] [I]Melee Weapon Attack:[/I] +6 to hit, reach 5 ft., one target. [I]Hit.[/I] The target is Grappled by the mindflayer (escape DC 14) and takes 16 (3d10) psychic damage at the start of each of the mindflayer’s turns (including this one) and the mindflayer regains the same number of hit points. While grappling a creature this way, the mindflayer cannot use this action and its movement speeds are reduced to 5 feet. [I][B]Icy Breath (Recharge 5-6).[/B][/I] The mindflayer spews frigid brine in a 15-foot cone. Each creature in this area must make a DC 15 Dexterity saving throw, taking 14 (4d6) cold damage on a failed save, or half as much on a success. A creature that takes any of this damage must also make a DC 15 Constitution saving throw. On a success, nothing happens. On a failed save, the creature’s Strength- and Dexterity-based weapon attacks only deal half of their rolled damage (rounded down) for 1 minute. An affected creature can repeat its saving throw at the end of each of its turns, ending the effect on itself on a success. [/QUOTE]
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