During a darkness gathering adventure the mind flayer mastermind, Shuluth, eventually gets tired of the PCs and sends in a mind-flayer strike team to kill off the PCs. The strike force teleports in after the last agent is killed (Johann, Enoch and Lucien). The idea is this team teleports in before the party has recovered from the battle with the last boss. Sections marked in red are modifications I would make in retrospect. Remember this team was fighting level 15 PCs, potentially 8 of them though it ended up being “only” 5 in this session.
Sensor. Shuluth’s sensor appears seconds before the mind-flayers teleport in. Characters who make a DC 25 Perception and/or Arcana check are not surprised.
- 1x Psion
- 1x Witness per caster (see below).
- 2x Psychic Warriors per 4 PCs.
Each PC must make a DC 15 Sanity check when they first see these creatures, failure means they lose a point of sanity.
The team will perform a crossfire mind-blast and then extract brain on as many targets as possible. The mindwitness will lock down casters.
The psion will move 30 feet a turn to allow his “one thousand step” feature to work if needed.
Help for the PCs
A patrolling team of guards may stumble onto the fight and help the best they can. Reality is they can’t do much but act as a distraction giving the PCs advantage on attack rolls.
The cranium rat swam, Many-As-One, may send aide to the party allowing the PCs a second saving throw to break the stun status caused by mind-blast. Many-As-One is working with “the great enemy” Ebrietes.
TAMER CREED MIND FLAYER PSYCHIC WARRIOR
Medium aberration (mythic), lawful evil
Armor Class 16 (resin dampsuit)
Hit Points 117 (13d8 + 13)
Speed 30 ft.
|11 (+0)||12 (+1)||12 (+1)||19 (+3)||17 (+3)||17 (+3)|
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, Telepathy 120 ft., Undercommon
Challenge 7 (2,900 XP)
Magic Resistance. The mind flayer has advantage on saving throws against spells and other magical effects.
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:
At will: detect thoughts, levitate
1/day each: dominate monster, plane shift (self only)
Strength of Will (1/Turn). The tamer creed psychic warrior can use its Wisdom saving throw bonus in place of its Strength, Dexterity, Constitution or Charisma saving throw. It can make this decision before rolling the saving throw.
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 or half damage on a success and not be stunned. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Adaptive Shield. As a reaction the mind flayer psychic warrior can add +5 to its AC when hit with a bludgeoning, piercing or slashing attack or it gains resistance to acid, cold, fire, lightning, or thunder damage. This effect lasts until the end of the mind flayer psychic warrior’s next turn.
Resin Dampsuit. Light armour which provides +5 AC bonus. Keeps the illithids skin damp and provides resistance to natural temperature extremes.
Glare Goggles. Special goggles that eliminate sunlight sensitivity.
Waterproof belt pouch. The belt pouch contains a hearthstone, a small flask of water, 1d10 small gems (worth 10 gp each).
TAMER CREED MINDWITNESS
This are modified mindwitness beholder-kin. They have the following additonal action and reaction.
Antimagic Lockdown. The tamer creed mindwitness central eye creates an area of antimagic, as in the antimagic field spell that affects a single target up to 30 feet away. The tamer creed mindwitness picks a target and remains focused on that creature until the mindwitness dies or it moves its focus. This is the only action the tamer mindwitness can take during its turn to both activate and maintain this effect. This has no effect on psionic abilities.
Antimagic Reaction. If a creature currently under the effect of antimagic lockdown moves out of range the tamer creed mindwitness can use its reaction to make a Move action.
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