Nihiloor
Mind Flayer
Armor Class 17 (15 natural 17 with Mage Armor)
Hit Points 80
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.
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.
Mental characteristics
Personal history
Nihiloor is a mind flayer who workes for the Xanathar's Thieves' Guild, by creating and spreading intellect devourers throughout the sewers of Waterdeep. He illithid had an alien mind and enjoyed scheming and plotting from the shadows. It considered itself Xanathar's equal but had no interest in supplanting the beholder.Nihiloor's main activity was to create intellect devourers. It set them loose in Waterdeep, either in search for random targets to control or, occasionally, after specific targets such as members of the City Watch or City Guard. Individuals dominated by the intellect devourers then proceeded to act as spies for Nihiloor or, in specific cases, to capture and bring slaves or hostages to Skullport.
Children
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