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<blockquote data-quote="GreatestHonor" data-source="post: 9486917" data-attributes="member: 7042229"><p>An abyssal horror awaiting within Costlemark Tower. While it may have genealogically arisen from the mindflayer, this abominable daemon can lay claim to that lineage no longer, so greatly do its powers exceed all of the breed.</p><p></p><p><strong>Braindrainer</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> 17 (Natural Armor)</p><p><strong>Hit Points</strong> 112 (15d8 + 45)</p><p><strong>Speed</strong> 15 ft., fly 30 ft. (hover)</p><p><strong>Initiative</strong> 16 (+6)</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>20 (+5)</td><td>12 (+1)</td><td>17 (+3)</td><td>22 (+6)</td><td>16 (+3)</td><td>10 (+0)</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 +11, Wis +9</p><p><strong>Damage Resistance</strong> cold; bludgeoning, piercing, and slashing from nonmagical attacks</p><p><strong>Damage Immunities</strong> necrotic, psychic</p><p><strong>Condition Immunities</strong> Charmed, Exhaustion, Frightened</p><p><strong>Senses</strong> darkvision 240 ft., passive Perception 19</p><p><strong>Languages</strong> ——</p><p><strong>Challenge</strong> 14 (11,500 XP) <strong>Proficiency Bonus</strong> +5</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 braindrainer 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 braindrainer’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 braindrainer has Disadvantage on attack rolls and ability checks.</p><p></p><p><strong><em>Daemonic Attacks.</em></strong> Whenever the braindrainer deals damage against another creature other than another daemon, that creature must succeed on a DC 16 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>Magic Resistance.</strong> The braindrainer has Advantage on saving throws against spells and magical effects.</p><p></p><p><strong><em>Menace (Mythic Trait, 1/Rest)</em>.</strong> When the braindrainer is reduced to 0 hit points it resets its hit points to 112, loses all conditions, and recharges all of its abilities. Reward a party and additional 11,500 XP (23,000 XP total) when they activate this trait.</p><p></p><p><strong><u>ACTIONS</u></strong></p><p><strong>Multiattack.</strong> The braindrainer makes two attacks.</p><p></p><p><em><strong>Befuddling Grasp.</strong></em> <em>Melee Spell Attack:</em> +11 to hit, reach 5 ft., one target. <em>Hit.</em> 19 (2d12 + 6) necrotic damage. If the target is a creature, it must succeed a DC 19 Wisdom saving throw or be Confused for 1 minute. 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> +10 to hit, reach 5 ft., one target. <em>Hit.</em> The target is Grappled by the braindrainer (escape DC 18) and takes 33 (6d10) psychic damage at the start of each of the braindrainer’s turns (including this one) and the braindrainer regains the same number of hit points. While grappling a creature this way, the braindrainer 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 braindrainer spews frigid brine in a 20-foot cone. Each creature in this area must make a DC 19 Dexterity saving throw, taking 52 (8d12) 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 19 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><p></p><p><strong><u>REACTIONS</u></strong></p><p><em><strong>Sly Dodge.</strong></em> When a creature attempts to make a melee attack roll against the braindrainer, it can move up to half of its movement speed. The attack only hits if the braindrainer is still within reach. This movement does not provoke Opportunity Attacks.</p></blockquote><p></p>
[QUOTE="GreatestHonor, post: 9486917, member: 7042229"] An abyssal horror awaiting within Costlemark Tower. While it may have genealogically arisen from the mindflayer, this abominable daemon can lay claim to that lineage no longer, so greatly do its powers exceed all of the breed. [B]Braindrainer[/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] 17 (Natural Armor) [B]Hit Points[/B] 112 (15d8 + 45) [B]Speed[/B] 15 ft., fly 30 ft. (hover) [B]Initiative[/B] 16 (+6) [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]20 (+5)[/td][td]12 (+1)[/td][td]17 (+3)[/td][td]22 (+6)[/td][td]16 (+3)[/td][td]10 (+0)[/td] [/TR] [/TABLE] [IMG alt="1599001691083.png"]https://www.enworld.org/attachments/1599001691083-png.125415/[/IMG] [B]Saving Throws[/B] Int +11, Wis +9 [B]Damage Resistance[/B] cold; bludgeoning, piercing, and slashing from nonmagical attacks [B]Damage Immunities[/B] necrotic, psychic [B]Condition Immunities[/B] Charmed, Exhaustion, Frightened [B]Senses[/B] darkvision 240 ft., passive Perception 19 [B]Languages[/B] —— [B]Challenge[/B] 14 (11,500 XP) [B]Proficiency Bonus[/B] +5 [IMG alt="1599001692326.png"]https://www.enworld.org/attachments/1599001692326-png.125416/[/IMG] [B][I]Aversion to Sunlight.[/I][/B] When the braindrainer 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 braindrainer’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 braindrainer has Disadvantage on attack rolls and ability checks. [B][I]Daemonic Attacks.[/I][/B] Whenever the braindrainer deals damage against another creature other than another daemon, that creature must succeed on a DC 16 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]Magic Resistance.[/B] The braindrainer has Advantage on saving throws against spells and magical effects. [B][I]Menace (Mythic Trait, 1/Rest)[/I].[/B] When the braindrainer is reduced to 0 hit points it resets its hit points to 112, loses all conditions, and recharges all of its abilities. Reward a party and additional 11,500 XP (23,000 XP total) when they activate this trait. [B][U]ACTIONS[/U] Multiattack.[/B] The braindrainer makes two attacks. [I][B]Befuddling Grasp.[/B][/I] [I]Melee Spell Attack:[/I] +11 to hit, reach 5 ft., one target. [I]Hit.[/I] 19 (2d12 + 6) necrotic damage. If the target is a creature, it must succeed a DC 19 Wisdom saving throw or be Confused for 1 minute. 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] +10 to hit, reach 5 ft., one target. [I]Hit.[/I] The target is Grappled by the braindrainer (escape DC 18) and takes 33 (6d10) psychic damage at the start of each of the braindrainer’s turns (including this one) and the braindrainer regains the same number of hit points. While grappling a creature this way, the braindrainer cannot use this action and its movement speeds are reduced to 5 feet. [I][B]Icy Breath (Recharge 5-6).[/B][/I] The braindrainer spews frigid brine in a 20-foot cone. Each creature in this area must make a DC 19 Dexterity saving throw, taking 52 (8d12) 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 19 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. [B][U]REACTIONS[/U][/B] [I][B]Sly Dodge.[/B][/I] When a creature attempts to make a melee attack roll against the braindrainer, it can move up to half of its movement speed. The attack only hits if the braindrainer is still within reach. This movement does not provoke Opportunity Attacks. [/QUOTE]
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