Tentacles. Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 2d10+2 psychic damage. If the target is Medium or smaller, it is grappled (escape DC 15) and must succeed on a DC 7 Intelligence saving throw or be stunned until this grapple ends. Extract Brain. Melee Weapon Attack: +5 to hit, reach one charmed or stunned humanoid grappled by the mindrider Hit: The target takes 10d10 piercing damage. If this damage reduces the target to 0 hit points, the mindrider kills the target by extracting and devouring its brain. Psionic Attack: Dominate (recharge 5-6). CHA save DC15 or take 3d8 psychic damage and charm 1 min. The nature of the charm is primarily to become docile and passively accept the grapple of the Mindrider. Psionic discipline: Telepathy. The Mindrider is passively aware of the minds of creatures with an intelligence higher than its own within 90', and can listen to any tepeathic communication taking place in that range. However it can only haltingly communicate in halting undercommon, telepathically as its mouth is no longer able to form normal language sounds.
The Mindrider is the unholy result of a Drider undergoing Mind Flayer Ceremorphosis. Considered a failed experiment by the Illithid, the process burns out most of their sentient intelligence, replaced by an aberrant charm and cunning. While retaining the basic shape of a drider, with a slobbering, 3-tentacled torso where the Drow upper body had been, all its Fey nature is gone and it is more Illithid than Drow. These creatures are considered a slay-on-sight abomination to the worshippers of Lolth. What they lose in intelligence, they make up for in toughness, retaining their exoskeletal chitin but gaining a leathery, rubbery squidflesh over it that grants resistance to normal slashing, piercing and bludeoning as well as normal force damage from explosions and the like. This comes complete with suckers that retain their ability to climb vertically and even upside-down on normal surfaces.
Underdark
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