Liberation of Hin-Lodar Plot in Erilar | World Anvil

Liberation of Hin-Lodar

Plot points/Scenes

After the Stone Nomads got settled into @the quenching pool, they get into a little trouble with the locals and a barroom brawl breaks out. This is either stopped by the tavern owner, Baerigg Hillcrusher, or by the paladin guards who are near by.   Upon asking around, they find that Kassilynn Coppercloak moves from tavern to tavern to earn a living and has been playing at the Hammer and Anvil for the past few nights.   upon venturing there, the party find her playing on stage with a small group   upon talking, they'll discover she's wanting a way to get everyone out as this isolation is starting to drive everyone a little stir-crazy.   venture down to the mines, talk to the miners, say boss (Gimmyl Forgebrother) has been acting stressed and strangely as of late   talk to Gimmyl to find that he's been under strict orders from the king's advisor, which is causing him so much stress that he's hearing voices in his head the deeper they go. some of his miners are acting strangely too   If the party venture down into the mines, they will feel a sense of mental unrest, like the air is charged with emotion, even if they are otherwise alone, things are tense and it almost feels like something is trying to infiltrate their minds

Backdrops

Threats

Mind Flayers
Mind Flayers control troglodytes, grimlocks, quaggoths and ogres

 

Mind Flayer

MIND FLAYER

[ Flagelleur mental ]
Medium aberration, lawful evil
Armor Class: 15 (breastplate)
Hit Points: 71 (13d8 + 13)
Speed: 30 ft.
STR 11 (+0) - DEX 12 (+1) - CON 12 (+1) - INT 19 (+4) - WIS 17 (+3) - CHA 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, Undercommon, telepathy 120 ft.
Challenge 7 (2900 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)
 

Actions

  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. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

  Source: Monster Manual
 

Mind Flayer Arcanist

Mind Flayer Arcanist

Medium aberration, lawful evil
  Armor Class 15 (breastplate)
Hit Points 71 (13d8+13)
Speed 30 ft.
  STR 11 - DEX 12 (+1) - CON 12 (+1) - INT 19 (+4) - WIS 17 (+3) - CHA 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.
Languages: Deep Speech, Undercommon, telepathy 120 ft.
Challenge 8 (3,900 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)
  Spellcasting.
The mind flayer is a 10th-level spellcaster. Its spellcasting ability is Intelligence (save DC 15, +7 to hit with spell attacks). The mind flayer has the following wizard spells prepared:

Cantrips (at will): blade ward, dancing lights, mage hand, shocking grasp
1st level (4 slots): detect magic, disguise self, shield, sleep
2nd level (3 slots): blur, invisibility, ray of enfeeblement
3rd level (3 slots): clairvoyance, lightning bolt, sending
4th level (3 slots): confusion, hallucinatory terrain
5th level (2 slots): telekinesis, wall of force

Actions

  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. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

  Source: Monster Manual
 

Mind Flayer Psion

Mind Flayer Psion

Medium aberration, lawful evil
  Armor Class 15 (breastplate)
Hit Points 71 (13d8+13)
Speed 30 ft.
  STR 11 - DEX 12 (+1) - CON 12 (+1) - INT 19 (+4) - WIS 17 (+3) - CHA 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.
Languages Deep Speech, Undercommon, telepathy 120 ft.
Challenge 8 (3,900 XP)
  Magic Resistance.
The mind flayer has advantage on saving throws against spells and other magical effects.   Innate Spellcasting (Psionics).
The mind flayer is a 10th-level spellcaster. Its innate spellcasting ability is Intelligence (spell save DC 15; +7 to hit with spell attacks). It can innately cast the following spells, requiring no components:
At will: guidance, mage hand, vicious mockery, true strike
  1st-level (4 slots): charm person, command, comprehend languages, sanctuary
  2nd level (3 slots): crown of madness, phantasmal force, see invisibility
  3rd level (3 slots): clairvoyance, fear, meld into stone
  4th level (3 slots): confusion, stone shape
  5th level (2 slots): scrying, telekinesis
   

Actions

Tentacles.
Melee Weapon Attack: +7 to hit, reach 5 ft., one creature.
Hit: 15 (2dl0+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. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

  Source:Volo's Guide to Monsters
 

Boss: Ulitharid

Ulitharid

Large aberration, lawful evil
  Armor Class 15 (breastplate)
Hit Points 127 (17d10+14)
Speed 30 ft.
 

STR - 15 (+2) DEX 12 (+1) - CON 15 (+2) - INT 21 (+5) - WIS 19 (+4) - CHA 21 (+5)

  Saving Throws: Int +9, Wis +8, Cha +9
Skills: Arcana +9, Insight +8, Perception +8, Stealth +5
Senses: darkvision 120 ft.
Languages: Deep Speech, Undercommon, telepathy 2 miles
Challenge: 9 (5,000 XP)

Creature Sense:

The ulitharid is aware of the presence of creatures within 2 miles of it that have an Intelligence score of 4 or higher. It knows the distance and direction to each creature, as well as each creature's intelligence score, but can't sense anything else about it. A creature protected by a mind blank spell, a nondetection spell, or similar magic can't be perceived in this manner.

Magic Resistance: The ulitharid has advantage on saving throws against spells and other magical effects.

  Psionic Hub:

If an elder brain establishes a psychic link with the ulitharid, the elder brain can form a psychic link with any other creature the ulitharid can detect using its Creature Sense. Any such link ends if the creature falls outside the telepathy ranges of both the ulitharid and the elder brain. The ulitharid can maintain its psychic link with the elder brain regardless of the distance between them, so long as they are both on the same plane of existence. lithe ulitharid is more than 5 miles away from the elder brain, it can end the psychic link at any time (no action required).

Innate Spellcasting (Psionics): The ulitharid's innate spellcasting ability is Intelligence (spell save DC 17). It can innately cast the following spells, requiring no components:

 

At will: detect thoughts, levitate

 

1/day each:confusion, dominate monster, eyebite, feeblemind, mass suggestion, plane shift (self only), project image, scrying, telekinesis

   

Actions

Tentacles. Melee Weapon Attack: +9 to hit, reach 10 ft., one creature.
Hit: 27 (4d10+5) psychic damage.

If the target is Large or smaller, it is grappled (escape DC 14) and must succeed on a DC 17 Intelligence saving throw or be stunned until this grapple ends.

  Extract Brain. Melee Weapon Attack:
+9 to hit, reach 5 ft., one incapacitated humanoid grappled by the ulitharid.

Hit: 55 (10d10) piercing damage. If this damage reduces the target to 0 hit points, the ulitharid kills the target by extracting and devouring its brain.

  Mind Blast (Recharge 5-6).

The ulitharid magically emits psychic energy in a 60-foot cone. Each creature in that area must succeed on a DC 17 Intelligence saving throw or take 31 (4d12+5) psychic damage and be stunned for 1 minute. A target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

  Source:Volo's Guide to Monsters
 
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