5e:Elder Brain: Difference between revisions

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|monster=Elder Brain
|monster=Elder Brain
|type=Aberration
|type=Aberration
|lairdesc=
|lairdesc=&ensp;
|lairaction1={{5espell|Wall of Force}}
|lairaction2=Telepathic suggestion
|lairaction3=Telepathic pinning
|lairaction4=
|lairaction4=
|lairaction5=
|lairaction5=
|regiondesc=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:
|regiondesc=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:
|regional1=Feel Followed
|regional1=Feel followed
|regional2=Telepathic Eavesdropping
|regional2=Telepathic eavesdropping
|regional3=Voices in my head
|regional3=Voices in my head
|regional4=
|regional4=

Revision as of 10:48, 26 July 2021

5e Pointer  + 
Volo's Guide to Monsters
A pointer is a short summary that points to published material.

This material is posted under the fair use clause of copyright law.
The Unofficial Description and any notes are licensed CC-BY-SA.

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Elder Brain (Pointer) [1]
Large Aberration  (Mind Flayers), Lawful Evil
Armor Class: 10
Hit Points: 210
Speed: 5 ft., swim 10 ft.
Str Dex Con Int Wis Cha
Saving Throws: Int, Wis, Cha
Skills: Arcana, Deception, Insight, Intimidation, Persuasion
Senses: darkvision 120 ft., passive perception 14
Languages: Understands
  1. redirect: Template:5xlang,
  2. redirect: Template:5xlang, and
  3. redirect: Template:5xlang, but can't speak, telepathy 5 miles
Challenge: 14 (11,500 xp)Proficiency Bonus (PB): +5

Features

Creature Sense.

Innate Spellcasting (Psionics).

Legendary Resistance (3/Day).

Magic Resistance.

Telepathic Hub.

Actions

Tentalces.

Mind Blast (Recharge 5-6).

Psychic Link.

Sense Thoughts.

Legendary Actions

The aberration can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. The aberration regains spent legendary actions at the start of its turn.

Tentacle.

Break Concentration.

Psychic Pulse.

Sever Psychic Link.

Unofficial Description: Disembodied Ithillid brain, leader of colony


Elder Brain's Lair

Lair Actions

When fighting inside its lair, an elder brain can use lair actions. On initiative count 20 (losing initiative ties), the aberration takes a lair action to cause one of the following effects; the aberration can’t use the same effect two rounds in a row:

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:

  • Feel followed
  • Telepathic eavesdropping
  • Voices in my head


Sources and Notes

  1. Mike Mearls, et. al.. Volo's Guide to Monsters (5e 2014) (2016-11-15). Wizards of the Coast. p. 174. Licensed: © Wizards of the Coast (used under 'fair use' clause).

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