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Another 3.5e conversion to spice up the encounters in the Dominion Hive.  I gave Dweller-In-Dark-Places four of these as bodyguards.  They worked well against everyone except the two characters that had the Alert feat (nullifying their ability to sneak attack) and the Heroes Feast the group ate in the morning nullified their poison attack.  Oh well!  It was fun letting off four Mind Blasts though 🙂

SHADOW FLAYER Screen Shot 2015-08-30 at 00.55.35
Medium aberration, neutral evil

Armour Class 15 (leather armour)
Hit Points 84 (13d8 + 26)
Speed 30ft

STR 11 (+0)        DEX 19 (+4)       CON 15 (+2)
INT 13 (+1)         WIS 15 (+2)        CHA 15 (+2)

Saving Throws Dex +9
Skills Stealth +9, Deception +8, Insight +7, Perception +5, Persuasion +5
Senses darkvision 120ft., passive Perception 15
Languages Aklo, Deep Speech, Undercommon , telepathy 120ft.
Challenge 7 (2,900 XP)

Magic Resistance. The dominion infiltrator has advantage on saving throws against spells and other magical effects.

Shadowcloak.  A shadow flayer can draw on its own inner stores of quintessence to briefly become invisible.  By expending a bonus action and taking 5 points of damage, a shadow flayer becomes invisible for 1 round.  Unlike with the invisibility spell, shadowcloak doesn’t end when a shadow flayer attacks.

Sneak Attack (1/Turn). The shadow flayer deals an extra 13 (4d6) damage when it hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of the shadow flayer that isn’t incapacitated and the assassin doesn’t have disadvantage on the attack roll.

Stalk the Senseless. The mind flayer infiltrator is invisible to dazed or stunned creatures.

Multiattack. The shadow flayer makes two spear attacks.

Spear. Melee or Ranged Weapon Attack: +7 to hit, reach 5 ft. and range 20/60 ft ., one target.
Hit: 11 (2d6 + 4) piercing damage, or 13 (2d8 + 4) piercing damage if used with two hands to make a melee attack. Also the target must make a DC 15 Constitution saving throw, taking 24 (7d6) poison damage on a failed save, or half as much damage on a successful one.

Tentacles. Melee Weapon Attack: +8 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 with disadvantage) and must succeed on a DC 18 Intelligence saving throw or be stunned until this grapple ends.

Extract Brain. Melee Weapon Attack: +8 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 psionically emits psychic energy in a 60-foot cone. Each creature in that area must succeed on a DC 18 Intelligence saving throw or take 20 (4d8 + 2) psychic damage and be dazed for 1 minute (target gains disadvantage on all attack, ability checks and saving throws). A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. On a successful save the creature takes half-damage and is not dazed.

In the shadows, you see a creature with jet-black skin. Four tentacles extend from its face, and two milky white eyes stare forth from the darkness of its form.

Posted in Dungeons & Dragons


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