Vampiric Mind Flayer

CreatureVRGRp. 2522014

Medium undead

Armor Class
15 (natural armor)
Hit Points
85 (10d8 + 40)
Speed
30 ft., climb 30 ft.
Challenge
5 (1,800 XP)
STR
18
+4
DEX
18
+4
CON
18
+4
INT
5
-3
WIS
15
+2
CHA
18
+4
Saving Throws
Cha +7, Dex +7, Int +0, Wis +5
Skills
Stealth +7, Perception +5
Damage Resistances
necrotic; psychic
Condition Immunities
charmed; exhaustion; frightened
Senses
darkvision 120 ft., passive Perception 15
Languages
telepathy 120 ft. but can only project emotions

Traits

Spider Climb.

The mind flayer can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.

Sunlight Sensitivity.

While in sunlight, the mind flayer has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.

Unusual Nature.

The mind flayer doesn't require air, food, or sleep.

Actions

Multiattack.

The mind flayer makes two Claw attacks or one Claw attack and one Tentacles attack.

Claw.

Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) slashing damage plus 10 (3d6) necrotic damage.

Tentacles.

Melee Weapon Attack: +7 to hit, reach 5 ft., one creature. Hit: 7 (1d6 + 4) piercing damage, and if the target is a creature, it is grappled (escape DC 15).

Drink Sapience.

The mind flayer targets one creature it is grappling. The target must succeed on a DC 15 Wisdom saving throw or take 14 (4d6) psychic damage and gain 1 level of exhaustion. The mind flayer regains a number of hit points equal to the psychic damage dealt. A creature reduced to 0 hit points by the psychic damage dies.

Bonus Actions

Disrupt Psyche 5.

The mind flayer magically emits psionic energy in a 30-foot-radius sphere centered on itself. Each creature in that area must succeed on a DC 15 Intelligence saving throw or be incapacitated for 1 minute. The incapacitated creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Raw data
{
  "ac": [
    {
      "ac": 15,
      "from": [
        "natural armor"
      ]
    }
  ],
  "cr": "5",
  "hp": {
    "average": 85,
    "formula": "10d8 + 40"
  },
  "cha": 18,
  "con": 18,
  "dex": 18,
  "int": 5,
  "str": 18,
  "wis": 15,
  "name": "Vampiric Mind Flayer",
  "page": 252,
  "save": {
    "cha": "+7",
    "dex": "+7",
    "int": "+0",
    "wis": "+5"
  },
  "size": [
    "M"
  ],
  "type": "undead",
  "bonus": [
    {
      "name": "Disrupt Psyche {@recharge 5}",
      "entries": [
        "The mind flayer magically emits psionic energy in a 30-foot-radius sphere centered on itself. Each creature in that area must succeed on a {@dc 15} Intelligence saving throw or be {@condition incapacitated} for 1 minute. The {@condition incapacitated} creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success."
      ]
    }
  ],
  "skill": {
    "stealth": "+7",
    "perception": "+5"
  },
  "speed": {
    "walk": 30,
    "climb": 30
  },
  "trait": [
    {
      "name": "Spider Climb",
      "entries": [
        "The mind flayer can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check."
      ]
    },
    {
      "name": "Sunlight Sensitivity",
      "entries": [
        "While in sunlight, the mind flayer has disadvantage on attack rolls, as well as on Wisdom ({@skill Perception}) checks that rely on sight."
      ]
    },
    {
      "name": "Unusual Nature",
      "entries": [
        "The mind flayer doesn't require air, food, or sleep."
      ]
    }
  ],
  "__prop": "monster",
  "action": [
    {
      "name": "Multiattack",
      "entries": [
        "The mind flayer makes two Claw attacks or one Claw attack and one Tentacles attack."
      ]
    },
    {
      "name": "Claw",
      "entries": [
        "{@atk mw} {@hit 7} to hit, reach 5 ft., one target. {@h}8 ({@damage 1d8 + 4}) slashing damage plus 10 ({@damage 3d6}) necrotic damage."
      ]
    },
    {
      "name": "Tentacles",
      "entries": [
        "{@atk mw} {@hit 7} to hit, reach 5 ft., one creature. {@h}7 ({@damage 1d6 + 4}) piercing damage, and if the target is a creature, it is {@condition grappled} (escape {@dc 15})."
      ]
    },
    {
      "name": "Drink Sapience",
      "entries": [
        "The mind flayer targets one creature it is grappling. The target must succeed on a {@dc 15} Wisdom saving throw or take 14 ({@damage 4d6}) psychic damage and gain 1 level of {@condition exhaustion}. The mind flayer regains a number of hit points equal to the psychic damage dealt. A creature reduced to 0 hit points by the psychic damage dies."
      ]
    }
  ],
  "resist": [
    "necrotic",
    "psychic"
  ],
  "senses": [
    "darkvision 120 ft."
  ],
  "source": "VRGR",
  "passive": 15,
  "hasFluff": true,
  "hasToken": true,
  "miscTags": [
    "AOE",
    "MW"
  ],
  "languages": [
    "telepathy 120 ft. but can only project emotions"
  ],
  "senseTags": [
    "SD"
  ],
  "traitTags": [
    "Spider Climb",
    "Sunlight Sensitivity",
    "Unusual Nature"
  ],
  "actionTags": [
    "Multiattack",
    "Tentacles"
  ],
  "damageTags": [
    "N",
    "P",
    "S",
    "Y"
  ],
  "reprintedAs": [
    "Vampire Mind Flayer|RHW"
  ],
  "languageTags": [
    "TP"
  ],
  "hasFluffImages": true,
  "conditionImmune": [
    "charmed",
    "exhaustion",
    "frightened"
  ],
  "conditionInflict": [
    "exhaustion",
    "grappled",
    "incapacitated"
  ],
  "savingThrowForced": [
    "intelligence",
    "wisdom"
  ]
}