The mind flayer has advantage on saving throws against spells and other magical effects.
Mind Flayer
Medium Aberration Lawful Evil
- Saving Throws
- Int +7, Wis +6, Cha +6
- Skills
- Arcana +7, Deception +6, Insight +6, Perception +6, Persuasion +6, Stealth +4
- Senses
- darkvision 120 ft., passive Perception 16
- Languages
- Deep Speech, Undercommon, telepathy 120 ft.
- Environment
- underdark
Traits
Magic Resistance
Spellcasting
Innate Spellcasting (Psionics)
The mind flayer's innate spellcasting ability is Intelligence (spell save DC 15). It can innately cast the following spells, requiring no components:
Actions
Tentacles
Melee Weapon Attack: +7 to hit, reach 5 ft., one creature. Hit:15 (2d10 + 4) psychic damage. If the target is Medium or smaller, it is grappled (escape DC 15) and must succeed on a DC 15 Intelligence saving throw or be stunned until this grapple ends.
Extract Brain
Melee Weapon Attack: +7 to hit, reach 5 ft., one incapacitated humanoid grappled by the mind flayer. Hit:The target takes 55 (10d10) piercing damage. If this damage reduces the target to 0 hit points, the mind flayer kills the target by extracting and devouring its brain.
Mind Blast (Recharge 5–6)
The mind flayer magically emits psychic energy in a 60-foot cone. Each creature in that area must succeed on a DC 15 Intelligence saving throw or take 22 (4d8 + 4) psychic damage and be stunned for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.