Mind Witness, Creature
MindWitness CR: 5
Large aberration, any
Armor Class: 15
Hit Points: 75
Speed:
20 ft
, fly: 20 ft
, can hover
STR
10 +0
DEX
14 +2
CON
14 +2
INT
15 +2
WIS
12 +1
CHA
10 +0
Saving Throws: Int +5, Wis +5
Skills: Perception +8
Condition Immunities: Prone
Senses: Darkvision 120 ft. Passive Perception 18
Languages: Deep Speech, Undercommon, Telepathy 600 ft.
Challenge Rating: 5
At will: Eye Rays:
The mindwitness shoots three of the following magiccal eye rays at random (reroll duplicates), choosing one to three targets 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 Roy. 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 start 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 rays 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.
The mindwitness shoots three of the following magiccal eye rays at random (reroll duplicates), choosing one to three targets 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 Roy. 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 start 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 rays 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.
Actions
Multi Attack - The Mindwitness makes two attacks: One with it's tentacles and one with it's bite
Bite: Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 16 (4d6 + 2) piercing damage.
Tentacles. Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 20 (4d8 + 2) psychic damage. If the target is Large or smaller, it is grappled (escape DC 13) and must succeed on a DC 13 Intelligence saving throw or be stunned until this grapple ends.
A mindwitness greatly resembled its beholder "parent"; an orb-shaped being 6 feet (1.8 meters) in diameter, with a large central eye on its body, and ten smaller eyes on stalks emerging from the top. However, a mindwitness's mind flayer influence made an already horrifying creature arguably even more so; its fanged mouth was replaced with one more akin to that of a lamprey, and this maw was surrounded by four large octopus-like tentacles.
A mindwitness's body was, like that of a beholder, naturally buoyant, allowing it to fly and granting it effects much like that of a feather fall spell. Its many eyes granted it 360 degree vision, preventing it from being flanked and making it generally very difficult to avoid being spotted by one. Mindwitnesses also had an innate resistance to spells and were able to project an antimagic field in a cone in front of them.
A mindwitness was able to communicate telepathically with any creature that had a language, and was itself able to speak both its own language and Common.
A mindwitness's body was, like that of a beholder, naturally buoyant, allowing it to fly and granting it effects much like that of a feather fall spell. Its many eyes granted it 360 degree vision, preventing it from being flanked and making it generally very difficult to avoid being spotted by one. Mindwitnesses also had an innate resistance to spells and were able to project an antimagic field in a cone in front of them.
A mindwitness was able to communicate telepathically with any creature that had a language, and was itself able to speak both its own language and Common.
Children
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