5e:Elder Brain

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Volo's Guide to Monsters
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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



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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