Elder Brain
Print Profile(1)

Bill of Materials
Description
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Elder Brain | ||||||||||||||||||||||||||||||||||||||||||
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| Ā | ||||||||||||||||||||||||||||||||||||||||||
| Large Aberration (Mind Flayer), Typically Lawful Evil | ||||||||||||||||||||||||||||||||||||||||||
AC 10 Initiative +0 (10) | ||||||||||||||||||||||||||||||||||||||||||
| HP 210 (20d10 + 100) | ||||||||||||||||||||||||||||||||||||||||||
| Speed 5 ft., Swim 10 ft. | ||||||||||||||||||||||||||||||||||||||||||
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| Skills Arcana +10, Deception +12, Insight +14, Intimidation +12, Persuasion +12 | ||||||||||||||||||||||||||||||||||||||||||
| Senses Blindsight 120 ft., Passive Perception 14 | ||||||||||||||||||||||||||||||||||||||||||
| Languages Understands Common, Deep Speech, and Undercommon but can't speak, telepathy 5 miles | ||||||||||||||||||||||||||||||||||||||||||
| CR 14 (XP 11,500; PB +5) | ||||||||||||||||||||||||||||||||||||||||||
Traits | ||||||||||||||||||||||||||||||||||||||||||
Creature Sense. The elder brain is aware 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 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. Legendary Resistance (3/Day). If the elder brain fails a saving throw, it can choose to succeed instead. 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. | ||||||||||||||||||||||||||||||||||||||||||
Actions | ||||||||||||||||||||||||||||||||||||||||||
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 18):
Tentacle. Melee Weapon Attack: +7 to hit, reach 30 ft., one target. Hit: 20 (4d8 + 2) bludgeoning 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 its turns until the grapple ends. The elder brain can have up to four targets grappled at a time. Mind Blast (Recharge 5ā6). Creatures of the elder brain'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. | ||||||||||||||||||||||||||||||||||||||||||
Bonus Actions | ||||||||||||||||||||||||||||||||||||||||||
Psychic Link. The elder brain targets one incapacitated creature it 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 is no longer incapacitated, 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 18 Charisma saving throw. On a successful save, the target takes 10 (3d6) psychic damage. The link also ends if the target and the elder brain are more than 5 miles apart. The elder brain can form psychic links with up to ten creatures at a time. Sense Thoughts. The elder brain targets a creature with which it has a psychic link. The elder brain gains insight into the target's emotional state and foremost thoughts (including worries, loves, and hates). | ||||||||||||||||||||||||||||||||||||||||||
Legendary Actions | ||||||||||||||||||||||||||||||||||||||||||
| Legendary Action Uses: 3. Immediately after another creature's turn, the elder brain can expend a use to take one of the following actions. The elder brain regains all expended uses at the start of each of its turns. | ||||||||||||||||||||||||||||||||||||||||||
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Lair Actions | ||||||||||||||||||||||||||||||||||||||||||
On initiative count 20 (losing initiative ties), an elder brain can take one of the following lair actions; the elder brain can't take the same lair action two rounds in a row:
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Regional Effects | ||||||||||||||||||||||||||||||||||||||||||
The territory within 5 miles of an elder brain is altered by the creature's psionic presence, which creates one or more of the following effects:
If the elder brain dies, these effects immediately end. | ||||||||||||||||||||||||||||||||||||||||||
| Ā | ||||||||||||||||||||||||||||||||||||||||||
| Habitat: Underdark | ||||||||||||||||||||||||||||||||||||||||||
| Source: MPMM, page 120. Also found in VGM, page 173. Referenced in CoA; PaBTSO. |
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License
You shall not share, sub-license, sell, rent, host, transfer, or distribute in any way the digital or 3D printed versions of this object, nor any other derivative work of this object in its digital or physical format (including - but not limited to - remixes of this object, and hosting on other digital platforms). The objects may not be used without permission in any way whatsoever in which you charge money, or collect fees.







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