Macau, Paragon Intellect Devourer | Monster | Dungeons & Dragons 5e | Statblocks & Sheets | World Anvil

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Iron Gods, The Ninth World, Homebrew

Macau, Paragon Intellect Devourer CR: 12 (8,400 XP)

Tiny aberration (paragon), chaotic evil
Armor Class: 17 (psychic defence)
Hit Points: 395 ( 79d4+79 )
Speed: 40 ft

STR

6 -2

DEX

12 +1

CON

11 +0

INT

20 +5

WIS

16 +3

CHA

16 +3

Saving Throws: DEX 1d20+5 , INT 1d20+9 , WIS 1d20+7 , CHA 1d20+7
Skills: Arcana 1d20+13 , Deception 1d20+9 , Insight 1d20+9 , Perception 1d20+7 , Stealth 1d20+5
Damage Resistances: cold, lighting, thunder; bludgeoning, piercing, and slashing from non-magical weapons
Senses: blindsight 60ft. (blind beyond this radius), passive Perception 16
Languages: understands Aklo, Common, Gothic and Deep Speech but can ‘t speak, telepathy 120ft.
Challenge Rating: 12 (8,400 XP)

Detect Sentience. Macau can sense the presence and location of any creature within 300 feet of him that has an Intelligence of 3 or higher, regardless of interposing barriers, unless the creature is protected by a mind blank spell or similar psionic or magical effect.

Actions

Multiattack. Macau makes four attacks with his claws and uses Devour Intellect. He may also use Thought Lance when available.   Claws. Melee Weapon Attack: 1d20+5 to hit, reach 5 ft., one target. Hit: 6 ( 2d4+1 ) slashing damage and the target becomes vulnerable to psychic damage.   Devour Intellect. Macau targets one creature it can see within 20 feet of him that has a brain. The target must succeed on a INT saving throw against this magic or take 15 ( 3d10 ) psychic damage. Also, on a failure, roll 4d6: If the total equals or exceeds the target’s Intelligence score, that score is reduced to 0. The target is incapacitated until it regains at least one point of Intelligence.   Thought Lance (Timer 1d4). Macau psionically emits psychic energy in a 60-foot cone. Each creature in that area must succeed on a INT saving throw or take 54 ( 12d8 ) psychic damage and gain vulnerability to psychic damage for 1 minute. On a successful save, the creature takes half-damage and is not vulnerable. In addition, targets hit by this attack and fail their saving throw fall under the curse of mental displacement, The curse can be remedied only by way of remove curse or by convincing Maukui to lift the curse. If there is only one victim of this curse, and thus not a second target for transference, the victim immediately falls into a coma for 24 hours before awakening, free of the curse’s effect:

  • Curse of Mental Displacement. This curse affects NPCs and PCs differently:
    • For NPCS (including monsters), the curse carries a -2 saving throw penalty, suffers a -5’ to Movement and disadvantage to all attack rolls, Dexterity saves, and physical-based skill checks (including the use of thief skills).
    • If the curse affects PCs, have the PCs swap character sheets for the length of the curse. They have six seconds to complete their turns, if not, they skip their turn (to reflect confusion of being body swapped).
 
BONUS ACTIONS
  • Body Thief. Macau initiates an Intelligence contest with an incapacitated creature within 5 feet of him. If he wins the contest, he psionically consumes the target’s brain, teleports into the target’s skull, and takes control of the target’s body. While inside a creature, the Maukui has total cover against attacks and other effects originating outside its host. He retains all his non-physical traits (for example, Intelligence, Wisdom, and Charisma scores). He otherwise adopts the target’s statistics, traits and abilities. He knows everything the creature knew, including spells and languages. If the host body drops to 0 hit points, Maukui must leave it. A protection from evil cast on the body drives Maukui out. He is also forced out if the target regains its devoured brain by means of a wish. By spending 5 feet of his movement, Maukui can voluntarily leave the body, teleporting to the nearest unoccupied space within 5 feet of it. The body then dies unless its brain is restored within 1 round.

Reactions

Psionic Barrier. Macau (and his host) gains the shield spell as a reaction: An invisible barrier of psionic force appears and protects Maukui. Until the start of his next turn, he has a +5 bonus to AC, including against the triggering attack, and he takes no damage from magic missile.

Legendary Actions

Macau 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. Macau regains spent legendary actions after a long rest. If his host body has legendary actions, this list replaces any-non physical actions, otherwise these supplement that list. Macau regains a legendary action if the target succeeds at the saving throw. These are psionic abilities with a DC 17. If he fails

  • Dimension Door. Teleport 500 feet in any direction. If used as part of his body thief action, he may use this ability as a free action.
  • Mirror Image. Three duplicates appear. Roll a d20 to divert an attack to a duplicate – if three, 6+, four, 8+ and 1 is 11+. Duplicate AC is 12.
  • Psychic Web. Each creature that starts its turn in the webs or that enters them during its turn must make a DEX saving throw. On a failed save, the creature is restrained as long as it remains in the webs or until it breaks free. A creature restrained by the webs can use its action to make a STR or INT check to escape. If it succeeds, it is no longer restrained. The webs are not flammable. However, any 5-foot cube of webs exposed to psychic damage "burns" away in 1 round, dealing 2d4 psychic damage to any creature that starts its turn in the psychic fire.
  • Hold Person. Paralysed for 1 minute on a failed WIS saving throw.
  • Phantom Pit. Summoning an extra-dimensional pit up to 50 feet deep filled with spikes that last 1 minute. Creatures must make a DEX saving throw to avoid falling. Those that fail take 15 ( 5d6 ) psychic damage from the fall and 6 ( 2d6 ) psychic damage from the spikes at the bottom of the pit. The Strength (Athletics) DC is 20 to climb out, but even with success, the spikes do 3 (1d6) psychic damage per round. This is a mental illusion and allies will see creatures that failed the saving throw rolling around on the ground. An ally can attempt to convince the "fallen" creature that its just an illusion, if so, the target can make a DC 20 INT saving throw to disbelieve the illusion and end the effect without having to climb out.

Devoid of a head or any features at all save for four short, clawed legs, this creature’s body looks like a large, glistening brain. Maukui is a paragon of its species attaining heights of power unheard of by standard intellect devourers - who are no more than pets for mind flayers. Maukui will never be a pet again.

Suggested Environments

alien, apocalyptic wasteland


Created by

solomani.

Statblock Type

Monster

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