5e:Elder Brain
Elder Brain (Pointer) [1] | ||||||||||||
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Large Aberration (Mind Flayers), Lawful Evil | ||||||||||||
Armor Class: 10 | ||||||||||||
Hit Points: 210 | ||||||||||||
Speed: 5 ft., swim 10 ft. | ||||||||||||
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Saving Throws: Int, Wis, Cha | ||||||||||||
Skills: Arcana, Deception, Insight, Intimidation, Persuasion | ||||||||||||
Senses: darkvision 120 ft., passive perception 14 | ||||||||||||
Languages: Understands
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Challenge: 14 (11,500 xp)Proficiency Bonus (PB): +5 | ||||||||||||
FeaturesCreature Sense. ActionsTentalces. Legendary ActionsThe 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. |
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:
- wall of force
- Telepathic suggestion
- Telepathic pinning
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
- 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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