Que; Abberation; Neutral Evil; 13; Psionic Robes; 127; ; 30; 15; 12; 15; 25; 25; 25; Int +11, Wis +11, Cha + +11; Insight +11, Perception +11, Stealth +5, History +11; ; Psychic; Charmed; Darkvision 120ft; Deep Speech, Undercommon, Common, Telepathy 5mi; ; ; ; Psychic Link: Que attempts to establish a psychic link with a creature it can detect with his creature sense. The spell automatically succeeds against incapacitated targets. The target senses that something has invaded it's mind. The target can use an action on it's turn to attempt to break the psychic link, doing so with a successful DC 20 charisma throw. On a successful save, the target takes 10 (3d6) psychic damage. The link also breaks if the target and Que are more than 5 miles apart, with no consequences to the target.
Sense Thoughts: Que targets a creature with which he has a psychic link. The elder brain gains insight into the target's reasoning, it's emotional state, and thoughts that loom large in it's mind. In addition, Que can take a bonus action to seek more information, gaining insight into their deepest memories. Que can make a Charisma (Deception) check with advantage to deceive the target's mind into thinking it believes one idea or feels a particular emotion, contested by Wisdom (Insight). On success, the target's mind believes the deception for 1 hour, or until evidence of the lie is presented to the target.
Mind Blast (Recharge 5-6). Que emits psychic energy. Creatures of Que’s choice within 60 feet of it must succeed on a DC 18 Intelligence saving throw or take 32 (5d10+5) psychic damage and be stunned for 1 minute. A target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Tentakinesis: Melee weapon attack: +7 to hit, automatic success against targets with psychic link, reach 30 feet, tripled against targets with psychic link, one target. Hit: 20 (4d8+2) psychic damage. If the target is a huge or smaller creature, it is grappled (escape DC 15) and takes 9 (1d8+5) psychic damage at the start of each of it's turns until the grapple ends. Que can have up to four targets grappled at a time.
Extract Brain: Melee weapon attack: +9 to hit, reach 5 ft, one incapacitated target grappled by Que. Hit: 55 (10d10) piercing damage. If this damage reduces the target to 0 hit points, Que kills the target by extracting and devouring it's brain.; Que can take 3 legendary actions, choosing from the options below. It can only take one legendary action at a time, and only at the end of another creature's turn. Que regains spent legendary actions at the start of his turn.
Tentakinesis: Que makes an attack, grapple, or grabs something with tenakinesis.
Break Concentration: Que targets a creature within 120 feet of him with which he has a psychic link. Que breaks the creature's concentration on a spell it has cast, causing the creature to take 1d4 psychic damage per level of the spell.
Psychic Pulse: Que targets a creature within 120 feet of it with which he has a psychic link. Enemies of Que within 10 feet of that creature take 10 (3d6) psychic damage.
Sever Psychic LInk: Que targets a creature within 120 feet of it with which he has a psychic link. Que ends the link, causing the creature to have disadvantage on all ability checks, attack rolls, and saving throws until the end of the creature's next turn.; Mind Bubble - Que is permanently affected by Mind Blank.
Creature Sense. Que is aware of the presence of creatures within 5 miles of it that have an Intelligence score of 4 or higher. It knows the distance and direction to each creature, as well as each creature’s intelligence score, but can’t sense anything else about it. A creature protected by a mind blank spell, a nondetection spell, or similar magic can’t be perceived in this manner.
Magic Resistance. Que has advantage on saving throws against spells and other magical effects.
Innate Spellcasting (Psionics). Que’s innate spellcasting ability is Intelligence (spell save DC 20). It can innately cast the following spells, requiring no components:
At will: detect thoughts, levitate
1/day each: confusion, dominate monster, feeblemind, mass suggestion, plane shift (self only), project image, scrying, astral projection, psychic scream