Note. Protection from Evil and Good spell denies use of Devour Intellect, and can drive the parasite out of a host.
Detect Sentience. The Intellect Devourer can sense the presence and location of any creature within 300 ft of it that has an Intelligence score of 3 or higher, regardless of interposing barriers, unless the creature is protected by a mind blank spell.
Pack Tactics. The creature has advantage on attacks against any creature within 5ft of an ally.
Claws. Natural Weapon. +3 to hit.
Hit. 4 (1d4+1) Slashing damage.
Dispelling Bite. After hitting with a Claw attack, the creature can cause spells of Level 0 or lower to be dispelled, making an INT check for each higher level spell.
Devour Intellect. The parasite teleports into one creature it can see within 10ft of it that has a brain. The vitcitm must then succeed on a DC 10 INT save or take 6 (2d10) psychic damage.
Also on a failure, roll 3d6+2: If the total equals or exceeds the target's Intelligence, the parasite subjects it to either a Dominate Person until removed or Feeblemind. and the host body is stunned until it makes a DC 14 CON save at the end of each minute as the parasite learns to operate its new body.
After taking over, the parasite knows everything the host knew, including spells, languages, and class features.
The host may attempt to reject the parasite up to three times by repeating the INT check as an action. However, after the third failure, they can no longer resist.
If the host body makes the initial INT save or drops to 0 hit points, the host may a free attempt to evict the parasite. On success, or on the host's full death, the parasite is ejected and teleports to a space within 5ft with 2hp.
The parasite may also be forced out if the host is subjected to Psychic damage, forcing the parasite to make a CON save vs half the damage. The parasite may also leave willingly (with full HP) with 20ft of movement.
Life Drain. Melee Spell Attack: +2 to hit, auto-crit vs Host.
Hit. 3 (1d4+0) Psychic damage. The target must also pass a DC 10 INT Save its HP Max reduced by the same.This reduction lasts until the victim finishes a long rest.
If this effect reduces the victim's HP Max to 0, they fully die, and their corpse is cursed and cannot be resurrected while the parasite lives.
Note. Protection from Evil and Good spell denies use of Devour Intellect, and can drive the parasite out of a host.
Detect Sentience. The Intellect Devourer can sense the presence and location of any creature within 300 ft of it that has an Intelligence score of 3 or higher, regardless of interposing barriers, unless the creature is protected by a mind blank spell.
Pack Tactics. The creature has advantage on attacks against any creature within 5ft of an ally.
Claws. Natural Weapon. +3 to hit.
Hit. 4 (1d4+1) Slashing damage.
Dispelling Bite. After hitting with a Claw attack, the creature can cause spells of Level 0 or lower to be dispelled, making an INT check for each higher level spell.
Devour Intellect. The parasite teleports into one creature it can see within 10ft of it that has a brain. The vitcitm must then succeed on a DC 10 INT save or take 6 (2d10) psychic damage.
Also on a failure, roll 3d6+2: If the total equals or exceeds the target's Intelligence, the parasite subjects it to either a Dominate Person until removed or Feeblemind. and the host body is stunned until it makes a DC 13 CON save at the end of each minute as the parasite learns to operate its new body.
After taking over, the parasite knows everything the host knew, including spells, languages, and class features.
The host may attempt to reject the parasite up to three times by repeating the INT check as an action. However, after the third failure, they can no longer resist.
If the host body makes the initial INT save or drops to 0 hit points, the host may a free attempt to evict the parasite. On success, or on the host's full death, the parasite is ejected and teleports to a space within 5ft with 4hp.
The parasite may also be forced out if the host is subjected to Psychic damage, forcing the parasite to make a CON save vs half the damage. The parasite may also leave willingly (with full HP) with 20ft of movement.
Life Drain. Melee Spell Attack: +2 to hit, auto-crit vs Host.
Hit. 3 (1d4+0) Psychic damage. The target must also pass a DC 10 INT Save its HP Max reduced by the same.This reduction lasts until the victim finishes a long rest.
If this effect reduces the victim's HP Max to 0, they fully die, and their corpse is cursed and cannot be resurrected while the parasite lives.
Note. Protection from Evil and Good spell denies use of Devour Intellect, and can drive the parasite out of a host.
Detect Sentience. The Intellect Devourer can sense the presence and location of any creature within 300 ft of it that has an Intelligence score of 3 or higher, regardless of interposing barriers, unless the creature is protected by a mind blank spell.
Multiattack. The creature can use its Life Drain ability or make 1 Claw attacks and then use Devour Intellect.
Claws. Natural Weapon. +5 to hit.
Hit. 7 (2d4+2) Slashing damage.
Devour Intellect. The parasite teleports into one creature it can see within 15ft of it that has a brain. The vitcitm must then succeed on a DC 12 INT save or take 11 (3d10) psychic damage.
Also on a failure, roll 3d6+3: If the total equals or exceeds the target's Intelligence, the parasite subjects it to either a Dominate Person until removed or Feeblemind. and the host body is stunned until it makes a DC 15 CON save at the end of each minute as the parasite learns to operate its new body.
After taking over, the parasite knows everything the host knew, including spells, languages, and class features.
The host may attempt to reject the parasite up to three times by repeating the INT check as an action. However, after the third failure, they can no longer resist.
If the host body makes the initial INT save or drops to 0 hit points, the host may a free attempt to evict the parasite. On success, or on the host's full death, the parasite is ejected and teleports to a space within 5ft with 11hp.
The parasite may also be forced out if the host is subjected to Psychic damage, forcing the parasite to make a CON save vs half the damage. The parasite may also leave willingly (with full HP) with 20ft of movement.
Life Drain. Melee Spell Attack: +4 to hit, auto-crit vs Host.
Hit. 8 (2d6+1) Psychic damage. The target must also pass a DC 12 INT Save its HP Max reduced by the same.This reduction lasts until the victim finishes a long rest.
If this effect reduces the victim's HP Max to 0, they fully die, and their corpse is cursed and cannot be resurrected while the parasite lives.
Note. Protection from Evil and Good spell denies use of Devour Intellect, and can drive the parasite out of a host.
Detect Sentience. The Intellect Devourer can sense the presence and location of any creature within 300 ft of it that has an Intelligence score of 3 or higher, regardless of interposing barriers, unless the creature is protected by a mind blank spell.
Pack Tactics. The creature has advantage on attacks against any creature within 5ft of an ally.
Multiattack. The creature can use its Life Drain ability or make 1 Claw attacks and then use Devour Intellect.
Claws. Natural Weapon. +4 to hit.
Hit. 9 (2d6+2) Slashing damage.
Devour Intellect. The parasite teleports into one creature it can see within 10ft of it that has a brain. The vitcitm must then succeed on a DC 12 INT save or take 11 (2d10) psychic damage.
Also on a failure, roll 3d6+2: If the total equals or exceeds the target's Intelligence, the parasite subjects it to either a Dominate Person until removed or Feeblemind. and the host body is stunned until it makes a DC 13 CON save at the end of each minute as the parasite learns to operate its new body.
After taking over, the parasite knows everything the host knew, including spells, languages, and class features.
The host may attempt to reject the parasite up to three times by repeating the INT check as an action. However, after the third failure, they can no longer resist.
If the host body makes the initial INT save or drops to 0 hit points, the host may a free attempt to evict the parasite. On success, or on the host's full death, the parasite is ejected and teleports to a space within 5ft with 16hp.
The parasite may also be forced out if the host is subjected to Psychic damage, forcing the parasite to make a CON save vs half the damage. The parasite may also leave willingly (with full HP) with 20ft of movement.
Life Drain. Melee Spell Attack: +4 to hit, auto-crit vs Host.
Hit. 11 (2d8+2) Psychic damage. The target must also pass a DC 12 INT Save its HP Max reduced by the same.This reduction lasts until the victim finishes a long rest.
If this effect reduces the victim's HP Max to 0, they fully die, and their corpse is cursed and cannot be resurrected while the parasite lives.
Note. Protection from Evil and Good spell denies use of Devour Intellect, and can drive the parasite out of a host.
Detect Sentience. The Intellect Devourer can sense the presence and location of any creature within 300 ft of it that has an Intelligence score of 3 or higher, regardless of interposing barriers, unless the creature is protected by a mind blank spell.
Pack Tactics. The creature has advantage on attacks against any creature within 5ft of an ally.
Multiattack. The creature can use its Life Drain ability or make 1 Claw attacks and then use Devour Intellector Dispelling Bite.
Claws. Natural Weapon. +4 to hit.
Hit. 9 (2d6+2) Slashing damage.
Dispelling Bite. After hitting with a Claw attack, the creature can cause spells of Level 2 or lower to be dispelled, making an INT check for each higher level spell.
Devour Intellect. The parasite teleports into one creature it can see within 10ft of it that has a brain. The vitcitm must then succeed on a DC 12 INT save or take 11 (2d10) psychic damage.
Also on a failure, roll 3d6+2: If the total equals or exceeds the target's Intelligence, the parasite subjects it to either a Dominate Person until removed or Feeblemind. and the host body is stunned until it makes a DC 12 CON save at the end of each minute as the parasite learns to operate its new body.
After taking over, the parasite knows everything the host knew, including spells, languages, and class features.
The host may attempt to reject the parasite up to three times by repeating the INT check as an action. However, after the third failure, they can no longer resist.
If the host body makes the initial INT save or drops to 0 hit points, the host may a free attempt to evict the parasite. On success, or on the host's full death, the parasite is ejected and teleports to a space within 5ft with 23hp.
The parasite may also be forced out if the host is subjected to Psychic damage, forcing the parasite to make a CON save vs half the damage. The parasite may also leave willingly (with full HP) with 20ft of movement.
Life Drain. Melee Spell Attack: +4 to hit, auto-crit vs Host.
Hit. 11 (2d8+2) Psychic damage. The target must also pass a DC 12 INT Save its HP Max reduced by the same.This reduction lasts until the victim finishes a long rest.
If this effect reduces the victim's HP Max to 0, they fully die, and their corpse is cursed and cannot be resurrected while the parasite lives.
Note. Protection from Evil and Good spell denies use of Devour Intellect, and can drive the parasite out of a host.
Detect Sentience. The Intellect Devourer can sense the presence and location of any creature within 300 ft of it that has an Intelligence score of 3 or higher, regardless of interposing barriers, unless the creature is protected by a mind blank spell.
Pack Tactics. The creature has advantage on attacks against any creature within 5ft of an ally.
Multiattack. The creature can use its Life Drain ability or make 1 Claw attacks and then use Devour Intellect.
Claws. Natural Weapon. +5 to hit.
Hit. 13 (3d6+2) Slashing damage.
Devour Intellect. The parasite teleports into one creature it can see within 15ft of it that has a brain. The vitcitm must then succeed on a DC 14 INT save or take 17 (3d10) psychic damage.
Also on a failure, roll 3d6+3: If the total equals or exceeds the target's Intelligence, the parasite subjects it to either a Dominate Person until removed or Feeblemind. and the host body is stunned until it makes a DC 14 CON save at the end of each minute as the parasite learns to operate its new body.
After taking over, the parasite knows everything the host knew, including spells, languages, and class features.
The host may attempt to reject the parasite up to three times by repeating the INT check as an action. However, after the third failure, they can no longer resist.
If the host body makes the initial INT save or drops to 0 hit points, the host may a free attempt to evict the parasite. On success, or on the host's full death, the parasite is ejected and teleports to a space within 5ft with 27hp.
The parasite may also be forced out if the host is subjected to Psychic damage, forcing the parasite to make a CON save vs half the damage. The parasite may also leave willingly (with full HP) with 20ft of movement.
Life Drain. Melee Spell Attack: +6 to hit, auto-crit vs Host.
Hit. 17 (3d8+3) Psychic damage. The target must also pass a DC 14 INT Save its HP Max reduced by the same.This reduction lasts until the victim finishes a long rest.
If this effect reduces the victim's HP Max to 0, they fully die, and their corpse is cursed and cannot be resurrected while the parasite lives.
Note. Protection from Evil and Good spell denies use of Devour Intellect, and can drive the parasite out of a host.
Detect Sentience. The Intellect Devourer can sense the presence and location of any creature within 300 ft of it that has an Intelligence score of 3 or higher, regardless of interposing barriers, unless the creature is protected by a mind blank spell.
Pack Tactics. The creature has advantage on attacks against any creature within 5ft of an ally.
Multiattack. The creature can use its Life Drain ability or make 1 Claw attacks and then use Devour Intellect.
Claws. Natural Weapon. +5 to hit.
Hit. 20 (4d8+2) Slashing damage.
Devour Intellect. The parasite teleports into one creature it can see within 15ft of it that has a brain. The vitcitm must then succeed on a DC 14 INT save or take 22 (3d10) psychic damage.
Also on a failure, roll 3d6+3: If the total equals or exceeds the target's Intelligence, the parasite subjects it to either a Dominate Person until removed or Feeblemind. and the host body is stunned until it makes a DC 14 CON save at the end of each minute as the parasite learns to operate its new body.
After taking over, the parasite knows everything the host knew, including spells, languages, and class features.
The host may attempt to reject the parasite up to three times by repeating the INT check as an action. However, after the third failure, they can no longer resist.
If the host body makes the initial INT save or drops to 0 hit points, the host may a free attempt to evict the parasite. On success, or on the host's full death, the parasite is ejected and teleports to a space within 5ft with 30hp.
The parasite may also be forced out if the host is subjected to Psychic damage, forcing the parasite to make a CON save vs half the damage. The parasite may also leave willingly (with full HP) with 20ft of movement.
Life Drain. Melee Spell Attack: +6 to hit, auto-crit vs Host.
Hit. 25 (4d10+3) Psychic damage. The target must also pass a DC 14 INT Save its HP Max reduced by the same.This reduction lasts until the victim finishes a long rest.
If this effect reduces the victim's HP Max to 0, they fully die, and their corpse is cursed and cannot be resurrected while the parasite lives.
Note. Protection from Evil and Good spell denies use of Devour Intellect, and can drive the parasite out of a host.
Detect Sentience. The Intellect Devourer can sense the presence and location of any creature within 300 ft of it that has an Intelligence score of 3 or higher, regardless of interposing barriers, unless the creature is protected by a mind blank spell.
Pack Tactics. The creature has advantage on attacks against any creature within 5ft of an ally.
Multiattack. The creature can use its Life Drain ability or make 1 Claw attacks and then use Devour Intellect.
Claws. Natural Weapon. +7 to hit.
Hit. 21 (4d8+3) Slashing damage.
Devour Intellect. The parasite teleports into one creature it can see within 20ft of it that has a brain. The vitcitm must then succeed on a DC 15 INT save or take 22 (4d10) psychic damage.
Also on a failure, roll 3d6+4: If the total equals or exceeds the target's Intelligence, the parasite subjects it to either a Dominate Person until removed or Feeblemind. and the host body is stunned until it makes a DC 16 CON save at the end of each minute as the parasite learns to operate its new body.
After taking over, the parasite knows everything the host knew, including spells, languages, and class features.
The host may attempt to reject the parasite up to three times by repeating the INT check as an action. However, after the third failure, they can no longer resist.
If the host body makes the initial INT save or drops to 0 hit points, the host may a free attempt to evict the parasite. On success, or on the host's full death, the parasite is ejected and teleports to a space within 5ft with 32hp.
The parasite may also be forced out if the host is subjected to Psychic damage, forcing the parasite to make a CON save vs half the damage. The parasite may also leave willingly (with full HP) with 20ft of movement.
Life Drain. Melee Spell Attack: +7 to hit, auto-crit vs Host.
Hit. 25 (4d10+3) Psychic damage. The target must also pass a DC 15 INT Save its HP Max reduced by the same.This reduction lasts until the victim finishes a long rest.
If this effect reduces the victim's HP Max to 0, they fully die, and their corpse is cursed and cannot be resurrected while the parasite lives.
Note. Protection from Evil and Good spell denies use of Devour Intellect, and can drive the parasite out of a host.
Detect Sentience. The Intellect Devourer can sense the presence and location of any creature within 300 ft of it that has an Intelligence score of 3 or higher, regardless of interposing barriers, unless the creature is protected by a mind blank spell.
Multiattack. The creature can use its Life Drain ability or make 1 Claw attacks and then use Devour Intellect.
Claws. Natural Weapon. +7 to hit.
Hit. 26 (5d8+3) Slashing damage.
Devour Intellect. The parasite teleports into one creature it can see within 20ft of it that has a brain. The vitcitm must then succeed on a DC 17 INT save or take 28 (4d10) psychic damage.
Also on a failure, roll 3d6+5: If the total equals or exceeds the target's Intelligence, the parasite subjects it to either a Dominate Person until removed or Feeblemind. and the host body is stunned until it makes a DC 16 CON save at the end of each minute as the parasite learns to operate its new body.
After taking over, the parasite knows everything the host knew, including spells, languages, and class features.
The host may attempt to reject the parasite up to three times by repeating the INT check as an action. However, after the third failure, they can no longer resist.
If the host body makes the initial INT save or drops to 0 hit points, the host may a free attempt to evict the parasite. On success, or on the host's full death, the parasite is ejected and teleports to a space within 5ft with 36hp.
The parasite may also be forced out if the host is subjected to Psychic damage, forcing the parasite to make a CON save vs half the damage. The parasite may also leave willingly (with full HP) with 20ft of movement.
Life Drain. Melee Spell Attack: +9 to hit, auto-crit vs Host.
Hit. 33 (5d10+5) Psychic damage. The target must also pass a DC 17 INT Save its HP Max reduced by the same.This reduction lasts until the victim finishes a long rest.
If this effect reduces the victim's HP Max to 0, they fully die, and their corpse is cursed and cannot be resurrected while the parasite lives.
Note. Protection from Evil and Good spell denies use of Devour Intellect, and can drive the parasite out of a host.
Detect Sentience. The Intellect Devourer can sense the presence and location of any creature within 300 ft of it that has an Intelligence score of 3 or higher, regardless of interposing barriers, unless the creature is protected by a mind blank spell.
Pack Tactics. The creature has advantage on attacks against any creature within 5ft of an ally.
Magic Resistance. The Intellect Devourer has advantage on saving throws against spells.
Multiattack. The creature can use its Life Drain ability or make 1 Claw attacks and then use Devour Intellector Dispelling Bite.
Claws. Natural Weapon. +6 to hit.
Hit. 17 (3d8+3) Slashing damage.
Dispelling Bite. After hitting with a Claw attack, the creature can cause spells of Level 4 or lower to be dispelled, making an INT check for each higher level spell.
Devour Intellect. The parasite teleports into one creature it can see within 15ft of it that has a brain. The vitcitm must then succeed on a DC 15 INT save or take 17 (3d10) psychic damage.
Also on a failure, roll 3d6+4: If the total equals or exceeds the target's Intelligence, the parasite subjects it to either a Dominate Person until removed or Feeblemind. and the host body is stunned until it makes a DC 13 CON save at the end of each minute as the parasite learns to operate its new body.
After taking over, the parasite knows everything the host knew, including spells, languages, and class features.
The host may attempt to reject the parasite up to three times by repeating the INT check as an action. However, after the third failure, they can no longer resist.
If the host body makes the initial INT save or drops to 0 hit points, the host may a free attempt to evict the parasite. On success, or on the host's full death, the parasite is ejected and teleports to a space within 5ft with 42hp.
The parasite may also be forced out if the host is subjected to Psychic damage, forcing the parasite to make a CON save vs half the damage. The parasite may also leave willingly (with full HP) with 20ft of movement.
Life Drain. Melee Spell Attack: +7 to hit, auto-crit vs Host.
Hit. 21 (3d10+4) Psychic damage. The target must also pass a DC 15 INT Save its HP Max reduced by the same.This reduction lasts until the victim finishes a long rest.
If this effect reduces the victim's HP Max to 0, they fully die, and their corpse is cursed and cannot be resurrected while the parasite lives.
Note. Protection from Evil and Good spell denies use of Devour Intellect, and can drive the parasite out of a host.
Detect Sentience. The Intellect Devourer can sense the presence and location of any creature within 300 ft of it that has an Intelligence score of 3 or higher, regardless of interposing barriers, unless the creature is protected by a mind blank spell.
Pack Tactics. The creature has advantage on attacks against any creature within 5ft of an ally.
Multiattack. The creature can use its Life Drain ability or make 2 Claw attacks and then use Devour Intellector Dispelling Bite.
2x ClawsMultiattack Natural Weapon. +7 to hit.
Hit. 12 (2d8+3) Slashing damage.
Dispelling Bite. After hitting with a Claw attack, the creature can cause spells of Level 5 or lower to be dispelled, making an INT check for each higher level spell.
Devour Intellect. The parasite teleports into one creature it can see within 20ft of it that has a brain. The vitcitm must then succeed on a DC 17 INT save or take 11 (4d10) psychic damage.
Also on a failure, roll 3d6+5: If the total equals or exceeds the target's Intelligence, the parasite subjects it to either a Dominate Person until removed or Feeblemind. and the host body is stunned until it makes a DC 16 CON save at the end of each minute as the parasite learns to operate its new body.
After taking over, the parasite knows everything the host knew, including spells, languages, and class features.
The host may attempt to reject the parasite up to three times by repeating the INT check as an action. However, after the third failure, they can no longer resist.
If the host body makes the initial INT save or drops to 0 hit points, the host may a free attempt to evict the parasite. On success, or on the host's full death, the parasite is ejected and teleports to a space within 5ft with 39hp.
The parasite may also be forced out if the host is subjected to Psychic damage, forcing the parasite to make a CON save vs half the damage. The parasite may also leave willingly (with full HP) with 20ft of movement.
Life Drain. Melee Spell Attack: +9 to hit, auto-crit vs Host.
Hit. 18 (2d12+5) Psychic damage. The target must also pass a DC 17 INT Save its HP Max reduced by the same.This reduction lasts until the victim finishes a long rest.
If this effect reduces the victim's HP Max to 0, they fully die, and their corpse is cursed and cannot be resurrected while the parasite lives.
Note. Protection from Evil and Good spell denies use of Devour Intellect, and can drive the parasite out of a host.
Detect Sentience. The Intellect Devourer can sense the presence and location of any creature within 300 ft of it that has an Intelligence score of 3 or higher, regardless of interposing barriers, unless the creature is protected by a mind blank spell.
Pack Tactics. The creature has advantage on attacks against any creature within 5ft of an ally.
Magic Resistance. The Intellect Devourer has advantage on saving throws against spells.
Nimble Escape. The creature may Dodge, Disengage or Hide as a Bonus Action.
Multiattack. The creature can use its Life Drain ability or make 2 Claw attacks and then use Devour Intellector Dispelling Bite.
2x ClawsMultiattack Natural Weapon. +8 to hit.
Hit. 12 (2d8+3) Slashing damage.
Dispelling Bite. After hitting with a Claw attack, the creature can cause spells of Level 4 or lower to be dispelled, making an INT check for each higher level spell.
Devour Intellect. The parasite teleports into one creature it can see within 25ft of it that has a brain. The vitcitm must then succeed on a DC 17 INT save or take 11 (5d10) psychic damage.
Also on a failure, roll 3d6+5: If the total equals or exceeds the target's Intelligence, the parasite subjects it to either a Dominate Person until removed or Feeblemind. and the host body is stunned until it makes a DC 17 CON save at the end of each minute as the parasite learns to operate its new body.
After taking over, the parasite knows everything the host knew, including spells, languages, and class features.
The host may attempt to reject the parasite up to three times by repeating the INT check as an action. However, after the third failure, they can no longer resist.
If the host body makes the initial INT save or drops to 0 hit points, the host may a free attempt to evict the parasite. On success, or on the host's full death, the parasite is ejected and teleports to a space within 5ft with 39hp.
The parasite may also be forced out if the host is subjected to Psychic damage, forcing the parasite to make a CON save vs half the damage. The parasite may also leave willingly (with full HP) with 20ft of movement.
Life Drain. Melee Spell Attack: +9 to hit, auto-crit vs Host.
Hit. 17 (2d12+4) Psychic damage. The target must also pass a DC 17 INT Save its HP Max reduced by the same, and healing the parasite for half as much.This reduction lasts until the victim finishes a long rest.
If this effect reduces the victim's HP Max to 0, they fully die, and their corpse is cursed and cannot be resurrected while the parasite lives.
Note. Protection from Evil and Good spell denies use of Devour Intellect, and can drive the parasite out of a host.
Detect Sentience. The Intellect Devourer can sense the presence and location of any creature within 300 ft of it that has an Intelligence score of 3 or higher, regardless of interposing barriers, unless the creature is protected by a mind blank spell.
Pack Tactics. The creature has advantage on attacks against any creature within 5ft of an ally.
Magic Resistance. The Intellect Devourer has advantage on saving throws against spells.
Multiattack. The creature can use its Life Drain ability or make 2 Claw attacks and then use Devour Intellector Dispelling Bite.
2x ClawsMultiattack Natural Weapon. +8 to hit.
Hit. 14 (2d10+3) Slashing damage.
Dispelling Bite. After hitting with a Claw attack, the creature can cause spells of Level 3 or lower to be dispelled, making an INT check for each higher level spell.
Devour Intellect. The parasite teleports into one creature it can see within 25ft of it that has a brain. The vitcitm must then succeed on a DC 16 INT save or take 11 (5d10) psychic damage.
Also on a failure, roll 3d6+5: If the total equals or exceeds the target's Intelligence, the parasite subjects it to either a Dominate Person until removed or Feeblemind. and the host body is stunned until it makes a DC 17 CON save at the end of each minute as the parasite learns to operate its new body.
After taking over, the parasite knows everything the host knew, including spells, languages, and class features.
The host may attempt to reject the parasite up to three times by repeating the INT check as an action. However, after the third failure, they can no longer resist.
If the host body makes the initial INT save or drops to 0 hit points, the host may a free attempt to evict the parasite. On success, or on the host's full death, the parasite is ejected and teleports to a space within 5ft with 36hp.
The parasite may also be forced out if the host is subjected to Psychic damage, forcing the parasite to make a CON save vs half the damage. The parasite may also leave willingly (with full HP) with 20ft of movement.
Life Drain. Melee Spell Attack: +8 to hit, auto-crit vs Host.
Hit. 16 (2d12+3) Psychic damage. The target must also pass a DC 16 INT Save its HP Max reduced by the same.This reduction lasts until the victim finishes a long rest.
If this effect reduces the victim's HP Max to 0, they fully die, and their corpse is cursed and cannot be resurrected while the parasite lives.
Note. Protection from Evil and Good spell denies use of Devour Intellect, and can drive the parasite out of a host.
Detect Sentience. The Intellect Devourer can sense the presence and location of any creature within 300 ft of it that has an Intelligence score of 3 or higher, regardless of interposing barriers, unless the creature is protected by a mind blank spell.
Pack Tactics. The creature has advantage on attacks against any creature within 5ft of an ally.
Magic Resistance. The Intellect Devourer has advantage on saving throws against spells.
Multiattack. The creature can use its Life Drain ability or make 2 Claw attacks and then use Devour Intellector Dispelling Bite.
2x ClawsMultiattack Natural Weapon. +8 to hit.
Hit. 14 (2d10+3) Slashing damage.
Dispelling Bite. After hitting with a Claw attack, the creature can cause spells of Level 5 or lower to be dispelled, making an INT check for each higher level spell.
Devour Intellect. The parasite teleports into one creature it can see within 25ft of it that has a brain. The vitcitm must then succeed on a DC 18 INT save or take 11 (5d10) psychic damage.
Also on a failure, roll 3d6+5: If the total equals or exceeds the target's Intelligence, the parasite subjects it to either a Dominate Person until removed or Feeblemind. and the host body is stunned until it makes a DC 18 CON save at the end of each minute as the parasite learns to operate its new body.
After taking over, the parasite knows everything the host knew, including spells, languages, and class features.
The host may attempt to reject the parasite up to three times by repeating the INT check as an action. However, after the third failure, they can no longer resist.
If the host body makes the initial INT save or drops to 0 hit points, the host may a free attempt to evict the parasite. On success, or on the host's full death, the parasite is ejected and teleports to a space within 5ft with 39hp.
The parasite may also be forced out if the host is subjected to Psychic damage, forcing the parasite to make a CON save vs half the damage. The parasite may also leave willingly (with full HP) with 20ft of movement.
Life Drain. Melee Spell Attack: +10 to hit, auto-crit vs Host.
Hit. 25 (3d12+5) Psychic damage. The target must also pass a DC 18 INT Save its HP Max reduced by the same.This reduction lasts until the victim finishes a long rest.
If this effect reduces the victim's HP Max to 0, they fully die, and their corpse is cursed and cannot be resurrected while the parasite lives.
Note. Protection from Evil and Good spell denies use of Devour Intellect, and can drive the parasite out of a host.
Detect Sentience. The Intellect Devourer can sense the presence and location of any creature within 300 ft of it that has an Intelligence score of 3 or higher, regardless of interposing barriers, unless the creature is protected by a mind blank spell.
Pack Tactics. The creature has advantage on attacks against any creature within 5ft of an ally.
Magic Resistance. The Intellect Devourer has advantage on saving throws against spells.
Multiattack. The creature can use its Life Drain ability or make 2 Claw attacks and then use Devour Intellector Dispelling Bite.
2x ClawsMultiattack Natural Weapon. +8 to hit.
Hit. 20 (3d10+3) Slashing damage.
Dispelling Bite. After hitting with a Claw attack, the creature can cause spells of Level 5 or lower to be dispelled, making an INT check for each higher level spell.
Devour Intellect. The parasite teleports into one creature it can see within 25ft of it that has a brain. The vitcitm must then succeed on a DC 18 INT save or take 17 (5d10) psychic damage.
Also on a failure, roll 3d6+5: If the total equals or exceeds the target's Intelligence, the parasite subjects it to either a Dominate Person until removed or Feeblemind. and the host body is stunned until it makes a DC 16 CON save at the end of each minute as the parasite learns to operate its new body.
After taking over, the parasite knows everything the host knew, including spells, languages, and class features.
The host may attempt to reject the parasite up to three times by repeating the INT check as an action. However, after the third failure, they can no longer resist.
If the host body makes the initial INT save or drops to 0 hit points, the host may a free attempt to evict the parasite. On success, or on the host's full death, the parasite is ejected and teleports to a space within 5ft with 59hp.
The parasite may also be forced out if the host is subjected to Psychic damage, forcing the parasite to make a CON save vs half the damage. The parasite may also leave willingly (with full HP) with 20ft of movement.
Life Drain. Melee Spell Attack: +10 to hit, auto-crit vs Host.
Hit. 31 (4d12+5) Psychic damage. The target must also pass a DC 18 INT Save its HP Max reduced by the same.This reduction lasts until the victim finishes a long rest.
If this effect reduces the victim's HP Max to 0, they fully die, and their corpse is cursed and cannot be resurrected while the parasite lives.
Note. Protection from Evil and Good spell denies use of Devour Intellect, and can drive the parasite out of a host.
Detect Sentience. The Intellect Devourer can sense the presence and location of any creature within 300 ft of it that has an Intelligence score of 3 or higher, regardless of interposing barriers, unless the creature is protected by a mind blank spell.
Pack Tactics. The creature has advantage on attacks against any creature within 5ft of an ally.
Magic Resistance. The Intellect Devourer has advantage on saving throws against spells.
Nimble Escape. The creature may Dodge, Disengage or Hide as a Bonus Action.
Multiattack. The creature can use its Life Drain ability or make 2 Claw attacks and then use Devour Intellector Dispelling Bite.
2x ClawsMultiattack Natural Weapon. +8 to hit.
Hit. 20 (3d10+3) Slashing damage.
Dispelling Bite. After hitting with a Claw attack, the creature can cause spells of Level 5 or lower to be dispelled, making an INT check for each higher level spell.
Devour Intellect. The parasite teleports into one creature it can see within 25ft of it that has a brain. The vitcitm must then succeed on a DC 18 INT save or take 17 (5d10) psychic damage.
Also on a failure, roll 3d6+5: If the total equals or exceeds the target's Intelligence, the parasite subjects it to either a Dominate Person until removed or Feeblemind. and the host body is stunned until it makes a DC 16 CON save at the end of each minute as the parasite learns to operate its new body.
After taking over, the parasite knows everything the host knew, including spells, languages, and class features.
The host may attempt to reject the parasite up to three times by repeating the INT check as an action. However, after the third failure, they can no longer resist.
If the host body makes the initial INT save or drops to 0 hit points, the host may a free attempt to evict the parasite. On success, or on the host's full death, the parasite is ejected and teleports to a space within 5ft with 62hp.
The parasite may also be forced out if the host is subjected to Psychic damage, forcing the parasite to make a CON save vs half the damage. The parasite may also leave willingly (with full HP) with 20ft of movement.
Life Drain. Melee Spell Attack: +10 to hit, auto-crit vs Host.
Hit. 31 (4d12+5) Psychic damage. The target must also pass a DC 18 INT Save its HP Max reduced by the same, and healing the parasite for half as much.This reduction lasts until the victim finishes a long rest.
If this effect reduces the victim's HP Max to 0, they fully die, and their corpse is cursed and cannot be resurrected while the parasite lives.
Note. Protection from Evil and Good spell denies use of Devour Intellect, and can drive the parasite out of a host.
Detect Sentience. The Intellect Devourer can sense the presence and location of any creature within 300 ft of it that has an Intelligence score of 3 or higher, regardless of interposing barriers, unless the creature is protected by a mind blank spell.
Pack Tactics. The creature has advantage on attacks against any creature within 5ft of an ally.
Multiattack. The creature can use its Life Drain ability or make 3 Claw attacks and then use Devour Intellect.
3x ClawsMultiattack Natural Weapon. +10 to hit.
Hit. 26 (4d10+4) Slashing damage.
Devour Intellect. The parasite teleports into one creature it can see within 30ft of it that has a brain. The vitcitm must then succeed on a DC 19 INT save or take 22 (6d10) psychic damage.
Also on a failure, roll 3d6+6: If the total equals or exceeds the target's Intelligence, the parasite subjects it to either a Dominate Person until removed or Feeblemind. and the host body is stunned until it makes a DC 18 CON save at the end of each minute as the parasite learns to operate its new body.
After taking over, the parasite knows everything the host knew, including spells, languages, and class features.
The host may attempt to reject the parasite up to three times by repeating the INT check as an action. However, after the third failure, they can no longer resist.
If the host body makes the initial INT save or drops to 0 hit points, the host may a free attempt to evict the parasite. On success, or on the host's full death, the parasite is ejected and teleports to a space within 5ft with 72hp.
Life Drain. Melee Spell Attack: +11 to hit, auto-crit vs Host.
Hit. 38 (5d12+5) Psychic damage. The target must also pass a DC 19 INT Save its HP Max reduced by the same.This reduction lasts until the victim finishes a long rest.
If this effect reduces the victim's HP Max to 0, they fully die, and their corpse is cursed and cannot be resurrected while the parasite lives.
Note. Protection from Evil and Good spell denies use of Devour Intellect, and can drive the parasite out of a host.
Detect Sentience. The Intellect Devourer can sense the presence and location of any creature within 300 ft of it that has an Intelligence score of 3 or higher, regardless of interposing barriers, unless the creature is protected by a mind blank spell.
Pack Tactics. The creature has advantage on attacks against any creature within 5ft of an ally.
Magic Resistance. The Intellect Devourer has advantage on saving throws against spells.
Nimble Escape. The creature may Dodge, Disengage or Hide as a Bonus Action.
Multiattack. The creature can use its Life Drain ability or make 2 Claw attacks and then use Devour Intellector Dispelling Bite.
2x ClawsMultiattack Natural Weapon. +11 to hit.
Hit. 24 (3d12+4) Slashing damage.
Dispelling Bite. After hitting with a Claw attack, the creature can cause spells of Level 5 or lower to be dispelled, making an INT check for each higher level spell.
Devour Intellect. The parasite teleports into one creature it can see within 35ft of it that has a brain. The vitcitm must then succeed on a DC 20 INT save or take 17 (7d10) psychic damage.
Also on a failure, roll 3d6+7: If the total equals or exceeds the target's Intelligence, the parasite subjects it to either a Dominate Person until removed or Feeblemind. and the host body is stunned until it makes a DC 20 CON save at the end of each minute as the parasite learns to operate its new body.
After taking over, the parasite knows everything the host knew, including spells, languages, and class features.
The host may attempt to reject the parasite up to three times by repeating the INT check as an action. However, after the third failure, they can no longer resist.
If the host body makes the initial INT save or drops to 0 hit points, the host may a free attempt to evict the parasite. On success, or on the host's full death, the parasite is ejected and teleports to a space within 5ft with 59hp.
Life Drain. Melee Spell Attack: +12 to hit, auto-crit vs Host.
Hit. 38 (5d12+5) Psychic damage. The target must also pass a DC 20 INT Save its HP Max reduced by the same, and healing the parasite for half as much.This reduction lasts until the victim finishes a long rest.
If this effect reduces the victim's HP Max to 0, they fully die, and their corpse is cursed and cannot be resurrected while the parasite lives.
Note. Protection from Evil and Good spell denies use of Devour Intellect, and can drive the parasite out of a host.
Detect Sentience. The Intellect Devourer can sense the presence and location of any creature within 300 ft of it that has an Intelligence score of 3 or higher, regardless of interposing barriers, unless the creature is protected by a mind blank spell.
Magic Resistance. The Intellect Devourer has advantage on saving throws against spells.
Multiattack. The creature can use its Life Drain ability or make 3 Claw attacks and then use Devour Intellect.
3x ClawsMultiattack Natural Weapon. +10 to hit.
Hit. 30 (4d12+4) Slashing damage.
Devour Intellect. The parasite teleports into one creature it can see within 30ft of it that has a brain. The vitcitm must then succeed on a DC 19 INT save or take 22 (6d10) psychic damage.
Also on a failure, roll 3d6+6: If the total equals or exceeds the target's Intelligence, the parasite subjects it to either a Dominate Person until removed or Feeblemind. and the host body is stunned until it makes a DC 17 CON save at the end of each minute as the parasite learns to operate its new body.
After taking over, the parasite knows everything the host knew, including spells, languages, and class features.
The host may attempt to reject the parasite up to three times by repeating the INT check as an action. However, after the third failure, they can no longer resist.
If the host body makes the initial INT save or drops to 0 hit points, the host may a free attempt to evict the parasite. On success, or on the host's full death, the parasite is ejected and teleports to a space within 5ft with 68hp.
Life Drain. Melee Spell Attack: +11 to hit, auto-crit vs Host.
Hit. 44 (6d12+5) Psychic damage. The target must also pass a DC 19 INT Save its HP Max reduced by the same.This reduction lasts until the victim finishes a long rest.
If this effect reduces the victim's HP Max to 0, they fully die, and their corpse is cursed and cannot be resurrected while the parasite lives.
Note. Protection from Evil and Good spell denies use of Devour Intellect, and can drive the parasite out of a host.
Detect Sentience. The Intellect Devourer can sense the presence and location of any creature within 300 ft of it that has an Intelligence score of 3 or higher, regardless of interposing barriers, unless the creature is protected by a mind blank spell.
Pack Tactics. The creature has advantage on attacks against any creature within 5ft of an ally.
Magic Resistance. The Intellect Devourer has advantage on saving throws against spells.
Nimble Escape. The creature may Dodge, Disengage or Hide as a Bonus Action.
Multiattack. The creature can use its Life Drain ability or make 3 Claw attacks and then use Devour Intellect.
3x ClawsMultiattack Natural Weapon. +8 to hit.
Hit. 29 (4d12+3) Slashing damage.
Devour Intellect. The parasite teleports into one creature it can see within 25ft of it that has a brain. The vitcitm must then succeed on a DC 18 INT save or take 22 (5d10) psychic damage.
Also on a failure, roll 3d6+5: If the total equals or exceeds the target's Intelligence, the parasite subjects it to either a Dominate Person until removed or Feeblemind. and the host body is stunned until it makes a DC 16 CON save at the end of each minute as the parasite learns to operate its new body.
After taking over, the parasite knows everything the host knew, including spells, languages, and class features.
The host may attempt to reject the parasite up to three times by repeating the INT check as an action. However, after the third failure, they can no longer resist.
If the host body makes the initial INT save or drops to 0 hit points, the host may a free attempt to evict the parasite. On success, or on the host's full death, the parasite is ejected and teleports to a space within 5ft with 59hp.
Life Drain. Melee Spell Attack: +10 to hit, auto-crit vs Host.
Hit. 44 (6d12+5) Psychic damage. The target must also pass a DC 18 INT Save its HP Max reduced by the same, and healing the parasite for half as much.This reduction lasts until the victim finishes a long rest.
If this effect reduces the victim's HP Max to 0, they fully die, and their corpse is cursed and cannot be resurrected while the parasite lives.