Maut’on
Maut’on
10 Level (NPC/85000 XP for level-up) Far Traveler Background Mind Flayer Race / Species / Heritage Lawfull Evil Alignment
Fighter
Level 9
Hit Dice: 9/9
1d10+3 Class 1
Level 9
Hit Dice: 9/9
1d10+3 Class 1
Level Adjustment
Level 1
Hit Dice: 1/1
1d+3 Class 2
Level 1
Hit Dice: 1/1
1d+3 Class 2
STR
12
12
+1
DEX
23
23
+6
CON
17
17
+3
INT
23
23
+6
WIS
12
12
+1
CHA
11
11
+0
85
Hit Points
Hit Points
+6
Initiative (DEX)
Initiative (DEX)
21
Armor Class (AC)
Armor Class (AC)
+4
Prof. Bonus
Prof. Bonus
35
Speed (walk/run/fly)
Speed (walk/run/fly)
15
Passive Perception
Passive Perception
8 / 8
Psionic Power
Psionic Power
Spellcasting ...
+10
Attack mod
INT
Ability
+6
Abi Mod
18
Save DC
+8 | Expertise Bonus | |
+4 | Proficiency Bonus |
+5 | Strength | |
+6 | Dexterity | |
+7 | Constitution | |
+6 | Intelligence | |
+1 | Wisdom | |
+0 | Charisma |
+6 | Acrobatics | DEX | |
+1 | Animal Handling | WIS | |
+6 | Arcana | INT | |
+1 | Athletics | STR | |
+0 | Deception | CHA | |
+6 | History | INT | |
+5 | Insight | WIS | |
+4 | Intimidation | CHA | |
+6 | Investigation | INT |
+1 | Medicine | WIS | |
+6 | Nature | INT | |
+5 | Perception | WIS | |
+0 | Performance | CHA | |
+0 | Persuasion | CHA | |
+6 | Religion | INT | |
+6 | Sleight of Hand | DEX | |
+10 | Stealth | DEX | |
+1 | Survival | WIS |
Weapon / Attack | AB | Abi | Dmg | Dmg Type | |
---|---|---|---|---|---|
Inflict Wounds | +6 | INT | 3d10 | necrotic | |
Psionic Strike | +6 | INT | 1d8 | Force | |
Single Shot Mode | +6 | DEX | 1d6+6 | piercing | |
range 250 | |||||
Autofire Attack Mode | +6 | DEX | 1d8+6 | piercing | |
range 250 | |||||
Burst-Fire | +1 | STR | |||
A burst-fire attack sprays a 10-foot-cube area within normal range with ten rounds of ammunition. Each creature in the area must succeed on a Dexterity saving throw or take the weapon's normal damage (1d6) | |||||
Auto-Heavy Weapon Mode | +6 | DEX | 2d6+6 | piercing | |
range 250 |
Spell Book
Traveler's Clothes, wooden Flute
Equipment Copper: 0, Silver: 0, Electrum: 0, Gold: 0, Platinum: 0 Money
Can speak, read, and write English, Common, Deep Speech, Undercommon and Sylvan
Languages & Proficiencies
Cunning. Though I may not know their ways, neither do they know mine, which can be to my advantage. (Evil)
Suspicious. I must be careful, for I have no way of telling friend from foe here. (Any)
Suspicious. I must be careful, for I have no way of telling friend from foe here. (Any)
Ideals
My freedom is my most precious possession. I’ll never let anyone take it from me again.
Bonds
I am secretly (or not so secretly) convinced of the superiority of my own culture over that of this foreign land.
Flaws
Cybernetics
Adrenaline Regulator
(purchased x2) +4 DEX
Biofort
(Purchased x2) +4 CON
Implanted Computer
(Purchased x2) +4 INT
Linear Frame Delta
+4 DEX, advantage with DEX saving throws and ability checks. +5 walking speed.
Thick Hide
You gain a natural AC of 15 + your Dexterity modifier. If you wear armor, your AC is the higher of the two values.
Racial Traits
Ability Score Increase
Your Intelligence score increases by 2, and one other ability score increases by 1.
Darkvision
Accustomed to life underground, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.
Devour Brain
Psionic energy is extracted from the brain by a mind flayer in the victim's last moments of activity. The psychic essence freed from brains is nourishing in a way far more efficient and potent than flesh could be alone, metaphysically reenergizing their metabolism so well that only one intelligent brain is needed per month for them to remain healthy. Without this minimum requirement met, a mind flayer will slowly suffer physical debilitation and grow so weak that they will die in four months. In this Mundane world, it can be difficult for the mind flayer to get the brains they require without attracting the attention of the Mundane populace.
It is possible, for a mind flayer to sustain itself by only consuming the brains of sufficiently intelligent lifeforms, if necessary. Animals that demonstrate extraordinary intelligence, such as exceptional cats, dogs, or bears, for example, sometimes have the psychic quotient required to properly nourish a mind flayer. However, these sources are unreliable. But the mind flayer will do what it must in order to survive.
Out of combat, you can extract the brain of an unconscious creature within 5 feet of you if no other hostile creatures are within 5ft. You instantly kill the target by devouring its brain.
Devouring a brain with this feature or the "Extract Brain" psionic ability provides you with 5 temporary hit points until you take a rest, then roll 1d20.
1-5: You learn 1 piece of useless information
6-10: You learn 2 pieces of useless information
11-15: You learn 1 piece of useful information
16-20: You learn 2 pieces of useful information
Languages
You can speak, read, and write English, Common, Deep Speech, and Undercommon.
Level Adjustment
You have a +1 level adjustment.
Psionic Abilities
Choose 1 psionic ability for your Mind Flayer character. If a psionic ability calls for a saving throw, the DC equals 8 + your proficiency bonus + your Intelligence modifier.
Mind Blast
As an action, you emit psychic energy to destroy your foes. Each creature in a 15-foot cone originating from you must make an Intelligence saving throw. On a failed save, it takes 1d6 psychic damage and is stunned until the end of its next turn, or half as much damage and is not stunned on a successful one. The damage and size of this ability increases to 2d6, 30 feet at 6th level, 3d6, 45 feet at 11th level, and 4d6 and 60 feet at 18th level. After you use this feature, you can’t use it again until you finish a short or long rest.
Enslave
Prerequisite: Mind Flayer, character level 8
As an action, you attempt to exert some form of control over a humanoid you can see within 60 feet. It must succeed on a Wisdom saving throw or be enslaved by you for 1 minute. If
you or creatures that are friendly to you are fighting it, the enslavement is broken. While the target is enslaved, you have a telepathic link with it as long as the two of you are on the
same plane of existence. You can use this telepathic link to issue commands to the creature while you are conscious (no action required), which it does its best to obey. You can specify
a simple and general course of action, such as “Attack that creature,” “Run over there,” or “Fetch that object.” If the creature completes the order and doesn’t receive further direction from you, it defends and preserves itself to the best of its ability.
You can use your action to take total and precise control of the target. Until the end of your next turn, the creature takes only the actions you choose, and doesn’t do anything that you
don’t allow it to do. During this time you can also cause the creature to use a reaction, but this requires you to use your own reaction as well. Each time the target takes damage, it
makes a new Wisdom saving throw against enslave. If the saving throw succeeds, the effect ends. After you use this feature, you can’t use it again until you finish a long rest.
When you reach 10th level the duration goes up to 10 minutes, 12th level the duration goes up to 1 hour and 14th level the duration goes up to 8 hours.
Telepathy
You can telepathically communicate with any creature you can see or know within 120 feet of you. To understand each other, you don’t have to share a language, as long as the creature knows at least one language.
Fighting Style: Archery
Martial Archetype: Psi Warrior
ESP pistol x2
Notes
™ & © Wizards of the Coast - D & D 5e Character Sheet v2.07, made by Tillerz - Updated: 2023-05-29
To print this sheet: Expand the spell book (if you have any entries there), then click "Print Sheet" at the top, select "Print to PDF" and format A3. Then print the resulting PDF to whichever format you need with "fit to page" selected.
Physical Description
Special abilities
Acrobatics +6, Arcana +6, History +6, Investigation +6, Nature +6, Religion +6, Sleight of Hand +6, Stealth +10
Mental characteristics
Personal history
Maut'on was pulled through a Shadow Rift, like all Mind Flayers. Maut’on quickly found a suitably dark lair (an abandoned sub-basement not far from a subway station) and took up residence there. Thus far, he has refused to become too closely involved with the Mundane world, preferring instead to play the role of the hunter.
Maut’on preys on late-night travelers and spends hours pondering whether to attempt an escape back through a Shadow Rift or settle down here permanently. He realizes that finding a way back through a Shadow Rift will take a great deal of time and effort. However, the idea of remaining here in this Mundane world in not especially appealing to him either. There is the benefit of having been disconnected from his Elder Brain which has given him a freedom that he had never before imagined possible.
The mind flayer finds his inability to use his plane shift ability deeply disturbing, but also intellectually fascinating. He has convinced himself that the mystery of his failed plane shift power is connected with some profound secret that he has yet to uncover. Since his arrival, Maut’on has encountered other refugees from the Shadow Realm. From them, he has learned of the location of a colony, but has no desire to join them. He has only learned that there have been many who have been pulled into this Mundane world and thus far none have discovered a route to return to the Shadow realm.
One of the Shadow Kind he has encountered is an umber hulk, which he has kept charmed since their first encounter, and an ogre mage named Fek-Jiim, with whom he has forged an alliance. The two have formed a small but lucrative crime ring based largely on selling goods taken from the mind flayer's “meals,” but also on stripping the assets from victims of the pair’s charm powers.
Gender Identity
Male. They seem the dominate gender in this world. Clearly, he would only be grouped among those that are dominate.
Intellectual Characteristics
- I love a good insult, even one directed at me.
- No one could doubt by looking at my regal bearing that I am a cut above the unwashed masses.
- My favor, once lost, is lost forever.
Morality & Philosophy
- Cunning. Though I may not know their ways, neither do they know mine, which can be to my advantage. (Evil)
- Suspicious. I must be careful, for I have no way of telling friend from foe here. (Any)
Taboos
- My freedom is my most precious possession. I’ll never let anyone take it from me again.
- Doing anything that he perceives will risk his freedom
Personality Characteristics
Motivation
He is looking to remain alive and to hold a secure position where he can acquire food safely. He wants to do this while remaining free from the elder brain.
Virtues & Personality perks
- Autonomy - immunity from arbitrary exercise of authority; political independence
- Caution - judiciousness in avoiding harm or danger
- Focus - the concentration of attention or energy on something
Vices & Personality flaws
- Brutality - unrelentingly harsh and severe; extremely ruthless or cruel
- Deceitfulness - intentionally misleading or fraudulent
- Egoism - the practice of making personal welfare and interests a primary or sole concern, sometimes at the expense of others
Personality Quirks
- Flicks his tentacles when in deep thought
- his tentacles writhe when he is angry
Alignment
Lawful Evil
Current Location
Species
Date of Death
Thursday, October 20, 2146
Life
2046
2146
100 years old
Birthplace
Shadow Realm
Children
Pronouns
He/His/Him
Gender
Neutral
Eyes
Yellow
Hair
None
Skin Tone/Pigmentation
Purple
Height
5' 6"
Weight
134#
Comments
Author's Notes
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