Mindwitness CR: 5 (1,800 XP)
Large aberration (beholder/illithid), lawful neutral
Armor Class: 15 (natural armor)
Hit Points: 75 (10d10+20) 10d10+20
Speed:
0 ft
, fly: 20 ft
, can hover
Saving Throws: Int +5, Wis +5
Skills: Telepathic Hub. When the mindwitness receives a telepathic message, it can telepathically share that message with up to seven other creatures within 600 feet of it that it can see.
Condition Immunities: Prone
Languages: Deep Speech, Undercommon, telepathy 600 ft.
Challenge Rating: 5 (1,800 XP)
Actions
Multiattack. The mindwitness makes one Bite attack and one Tentacles attack, or it uses Eye Ray three times.
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 16 (4d6 + 2) piercing damage.
Tentacles. Melee Weapon Attack: +5 to hit, reach 10 ft., one creature. Hit: 20 (4d8 + 2) psychic damage. If the target is Large or smaller, it is grappled (escape DC 13), and it must succeed on a DC 13 Intelligence saving throw or be restrained until this grapple ends.
Eye Ray. The mindwitness shoots one magical eye ray at random (roll a d6, and reroll if the ray has already been used this turn), choosing one target it can see within 120 feet of it:
- 1: Aversion Ray. The targeted creature must make a DC 13 Charisma saving throw. On a failed save, the target has disadvantage on attack rolls for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
- 2: Fear Ray. The targeted creature must succeed on a DC 13 Wisdom saving throw or be frightened for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
- 3: Psychic Ray. The target must succeed on a DC 13 Intelligence saving throw or take 27 (6d8) psychic damage.
- 4: Slowing Ray. The targeted creature must make a DC 13 Dexterity saving throw. On a failed save, the target's speed is halved for 1 minute. In addition, the creature can't take reactions, and it can take either an action or a bonus action on its turn but not both. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
- 5: Stunning Ray. The targeted creature must succeed on a DC 13 Constitution saving throw or be stunned for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
- 6: Telekinetic Ray. If the target is a creature, it must make a DC 13 Strength saving throw. On a failed save, the mindwitness moves it up to 30 feet in any direction, and it is restrained by the ray's telekinetic grip until the start of the mindwitness's next turn or until the mindwitness is incapacitated.
If the target is an object weighing 300 pounds or less that isn't being worn or carried, it is telekinetically moved up to 30 feet in any direction. The mindwitness can also exert fine control on objects with this ray, such as manipulating a simple tool or opening a door or a container.
Lair Actions
If the mindwitness stays in a location for long enough, its psychic energies begin to resonate with the area and empower it further, making it able to better aid those it serves. A mindwitness in its lair gains the ability to reverse the effects of its eye rays to support its allies, using them to help instead of harm.
On initiative count 20 (losing initiative ties), the mindwitness takes a lair action to target itself or its allies with two eye rays it did not use on its last turn:
- 1. Aversion Ray. The mindwitness targets a non-hostile creature it can see with its aversion ray, empowering that creature in combat. The targeted creature has advantage on attack rolls until initiative count 20 on the next round.
- 2. Fear Ray. The mindwitness targets a non-hostile creature it can see with its fear ray, drawing in negative emotions. If the creature is charmed or frightened, those conditions immediately end, and the creature is immune to being charmed or frightened until initiative count 20 on the next round.
- 3. Psychic Ray. The mindwitness targets a non-hostile creature it can see with its psychic ray, bolstering its resolve. The targeted creature gains 27 (6d8) temporary hit points.
- 4. Slowing Ray. The mindwitness targets a non-hostile creature it can see with its slowing ray, filling the creature with energy. Until initiative count 20 on the next round, the target’s speed is doubled, it has advantage on dexterity saving throws and it can take an additional action on its turn. That action can be used only to take the Attack (one weapon Attack only), Dash, Disengage, Hide, or Use an Object action.
- 5. Stunning Ray. The mindwitness targets a non-hostile creature it can see with its stunning ray, shielding it from negative effects. Until initiative count 20 on the next round, the targeted creature gains the benefit of the freedom of movement spell and cannot be incapacitated unless it is reduced to 0 hit points or killed.
- 6. Telekinetic Ray. The mindwitness targets a non-hostile creature it can see with its telekinetic ray, but the creature can choose to fail the saving throw and is not restrained.
(Home-Field Advantage, DM's Guild & Valentin Prévost)
If a beholder is stunned and brought to the brine pool of an elder brain, the beholder can be converted into a mindwitness. This alters some of its eye rays and transforms four of its eyestalks into tentacles similar to a mind flayer's. The mindwitness is psychically imprinted with devotion to the elder brain and submission to illithid commands.
A mindwitness's primary function is to improve telepathic communication in a mind flayer colony. A creature in telepathic communication with a mindwitness can converse through it to as many as seven other creatures the mindwitness can see, rapidly disseminating commands and other information.
If separated from its illithid masters, a mindwitness seeks out other telepathic creatures to tell it what to do. Mindwitnesses have been known to ally with flumphs and planar beings such as demons, shifting their worldview and alignment to match those of their new masters.
Suggested Environments
Environment: Underdark