Party level: to



Change class color:
Back to default color


Show pictures:



I disabled ads for you!
Download PDF
Liked it?
Support on Boosty

Support on Patreon


Contacts:
if you have any ideas, email me

if you want to help me, you can donate :3

Share your spellbook:
In Tobolar we trust!
Last monsters:
What do you think?
http://beta.hardcodex.ru :3

Ravenloft

Ravenloft cover, 0 xp

  • Armor class
  • Hit points
  • Speed
  • STR (-5)
  • DEX (-5)
  • CON (-5)
  • INT (-5)
  • WIS (-5)
  • CHA (-5)

Languages:

Challenge: (0 xp)

Actions

Brain Breaker

Brain Breaker Large Aberration (Mind Flayer), Lawful Evil 12 8,400 xp

  • Armor class 14
  • Hit points 189 (18d10 + 90)
  • Speed 30 ft., fly 30 ft. (hover)
  • STR15 (+2)
  • DEX10 (0)
  • CON20 (+5)
  • INT21 (+5)
  • WIS19 (+4)
  • CHA20 (+5)

Save Throws:IN +9, WI +8, CH +9

Skills:Arc +9, Ins +12

Senses: BlndSght 120 ft., PP 14

Languages:Telepathy 1 mile. Understands Common, Deep Speech, and Undercommon but can’t speak

Challenge:12 (8,400 xp)

Creature Sense. The brain breaker is aware of creatures within 1 mile of itself that have an Intelligence score of 4 or higher. It knows the distance and direction to each creature, as well as each one’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. The brain breaker has advantage on saving throws against spells and other magical effects.

Telepathic Hub. The brain breaker can use its telepathy to initiate and maintain telepathic conversations with up to ten creatures at a time. The brain breaker can let those creatures telepathically hear each other while connected in this way.

Spellcasting (Psionics). The brain breaker casts one of the following spells, requiring no spell components and using Intelligence as the spellcasting ability (spell save DC 17):
•At will: detect thoughts, levitate

Actions

Multiattack. The brain breaker makes two Tentacle attacks.

Tentacle. Melee Weapon Attack: +6 to hit, reach 30 ft., one target. Hit: 15 (3d8 + 2) bludgeoning damage. If the target is a Huge or smaller creature, it has the grappled condition (escape DC 14) and takes 9 (1d8 + 5) psychic damage at the start of each of its turns until the grapple ends. The brain breaker can have up to four targets grappled at a time.

Mind Blast (Recharge 5–6). Creatures of the brain breaker’s choice within 60 feet of itself must succeed on a DC 17 Intelligence saving throw or take 32 (5d10 + 5) psychic damage and have the stunned condition for 1 minute. A stunned creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Bonus Actions:
Psychic Link. The brain breaker targets one creature with the incapacitated condition that the brain breaker senses with its Creature Sense trait and establishes a psychic link with the target. Until the link ends, the brain breaker can perceive everything the target senses. The target becomes aware that something is linked to its mind once it no longer has the incapacitated condition, and the brain breaker can terminate the link at any time (no action required). The target can use an action on its turn to attempt to break the link, doing so with a successful DC 17 Charisma check. If the target breaks the link this way, the target takes 10 (3d6) psychic damage. The link also ends if the target and the brain breaker are more than 1 mile apart. The brain breaker can form psychic links with up to ten creatures at a time.

Infected Elder Brain

Infected Elder Brain Large Aberration (Mind Flayer), Lawful Evil 11 7,200 xp

  • Armor class 10
  • Hit points 189 (18d10 + 90)
  • Speed 5 ft., swim 10 ft.
  • STR15 (+2)
  • DEX10 (0)
  • CON20 (+5)
  • INT21 (+5)
  • WIS19 (+4)
  • CHA20 (+5)

Save Throws:IN +9, WI +8, CH +9

Skills:Arc +9, Ins +12

Senses: BlndSght 120 ft., PP 14

Languages:Telepathy 1 mile. Understands Common, Deep Speech, and Undercommon but can’t speak

Challenge:11 (7,200 xp)

Creature Sense. The elder brain is aware of creatures within 1 mile of itself that have an Intelligence score of 4 or higher. It knows the distance and direction to each creature, as well as each one’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. The elder brain has advantage on saving throws against spells and other magical effects.

Telepathic Hub. The elder brain can use its telepathy to initiate and maintain telepathic conversations with up to ten creatures at a time. The elder brain can let those creatures telepathically hear each other while connected in this way.

Spellcasting (Psionics). The elder brain casts one of the following spells, requiring no spell components and using Intelligence as the spellcasting ability (spell save DC 17):
•At will: detect thoughts, levitate

Actions

Multiattack. The elder brain makes two Tentacle attacks.

Tentacle. Melee Weapon Attack: +6 to hit, reach 30 ft., one target. Hit: 15 (3d8 + 2) bludgeoning damage. If the target is a Huge or smaller creature, it has the grappled condition (escape DC 14) and takes 9 (1d8 + 5) psychic damage at the start of each of its turns until the grapple ends. The elder brain can have up to four targets grappled at a time.

Mind Blast (Recharge 5–6). Creatures of the elder brain’s choice within 60 feet of itself must succeed on a DC 17 Intelligence saving throw or take 32 (5d10 + 5) psychic damage and have the stunned condition for 1 minute. A stunned creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Bonus Actions:
Psychic Link. The elder brain targets one creature with the incapacitated condition that the elder brain senses with its Creature Sense trait and establishes a psychic link with the target. Until the link ends, the elder brain can perceive everything the target senses. The target becomes aware that something is linked to its mind once it no longer has the incapacitated condition, and the elder brain can terminate the link at any time (no action required). The target can use an action on its turn to attempt to break the link, doing so with a successful DC 17 Charisma check. If the target breaks the link this way, the target takes 10 (3d6) psychic damage. The link also ends if the target and the elder brain are more than 1 mile apart. The elder brain can form psychic links with up to ten creatures at a time.