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## Mindholder Whenever a mindflayer colony captures a beholder and they are able to bring it safely to the brine pool of the elder brain, it can be converted through ceremorphosis into a mindwitness. In the rare example that the tadpole is unable to get control of the floating eye's mind, it instead amplifies the powers of the eye, making it strong enough to devour the elder brain. If this happens, the mindflayer colony switches loyalty to their new leader: The mindholder.
___ ___ > ## Mindholder >*Large aberration, lawful evil* > ___ > - **Armor Class** 18 (natural armor) > - **Hit Points** 221 (21d10+105) > - **Speed** 0 ft., fly 20 ft. (hover) >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|15 (+2)|14 (+2)|20 (+5)|21 (+5)|19 (+4)|24 (+7)| >___ > - **Saving Throws** Int +10, Wis +9, Cha +12 > - **Skills** Arcana +11, Deception +13, Insight +16, Intimidation +13, Perception +10, Persuasion +13 > - **Condition Immunities** prone > - **Senses** blindsight 120 ft., passive Perception 20 > - **Languages** Deep Speech, Undercommon, telepathy 5 miles. > - **Challenge** 18 (20,000) > ___ > **Sockets.** The mindholder has 4 eye sockets that it can extend or retract its eye stalks from. The mindholder blinks before using its eye rays allowing it to replace the eye stalks with another it had hidden inside its body (Eye color labeled on each eye ray). > > **Anti-Concentration Cone.** The mindholder's central eye creates an area of anti-concentration in a 150-foot cone. At the start of each of its turns , the mindholder decides which way the cone faces and whether the cone is active. \ > Any creature that is in the area loses its concentration on any spell it has cast and cannot concentrate while inside the cone. A creature that loses concentration on a spell also takes 1d4 psychic damage per level of the spell. > > **Creature Sense.** The Mindholder is aware of the presence of creatures within 5 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 one’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. > > **Innate Spellcasting (Psionics).** The mindholder’s innate spellcasting ability is Intelligence (spell save DC 18). It can innately cast the following spells, requiring no components: > >At will: *detect thoughts, levitate* \ >1/day each: *dominate monster, plane shift (self only)* > > **Legendary Resistance (3/Day).** If the mindholder fails a saving throw, it can choose to succeed instead. > > **Magic Resistance.** The mindholder has advantage on saving throws against spells and other magical effects. > > **Telepathic Hub.** The mindholder can use its telepathy to initiate and maintain telepathic conversations with up to eight creatures at a time. The mindholder can let those creatures telepathically hear each other while connected in this way. > > ### Actions > ***Multiattack.*** The mindholder makes two attacks: one with its tentacles and one with its bite. > > ***Eye Rays.*** The mindholder shoots four of the following magical eye rays at random (reroll duplicates), choosing one to three targets it can see within 120 feet of it: >* ** 1. Aversion Ray (blue).** The targeted creature must make a DC 19 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 (purple).*** The targeted creature must succeed on a DC 19 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 (teal).*** The target must succeed on a DC 19 Intelligence saving throw or take 32 (8d8) psychic damage. >* *** 4. Slowing Ray (yellow).*** The targeted creature must make a DC 19 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. Telekinetic Ray (brown).*** If the target is a creature, it must succeed on a DC 19 Strength saving throw or the mindholder moves it up to 30 feet in any direction. It is restrained by the ray's telekinetic grip until the start of the mindholder's next turn or until the mindholder is incapacitated. \ If the target is an object weighing 300 pounds or less that isn't being worn or carried, it is moved up to 30 feet in any direction. The mindholder can also exert fine control on objects with this ray, such as manipulating a simple tool or opening a door or a container. > > **Eye Rays continued on next page.**
Created by /u/Amellwind | twitch.tv/amellwind
\pagebreakNum ___ ___ > ### Actions Cont. > ***Eye Rays Cont.*** \ > *** 6. Mind Blast Ray (green).*** The targeted creature must succeed on a DC 19 Constitution saving throw or take 27 (6d8) psychic damage and 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. \ > *** 7. Sleep Ray (white).*** The targeted creature must succeed on a DC 19 Wisdom saving throw or fall asleep and remain unconscious for 1 minute. The target awakens if it takes damage or another creature takes an action to wake it. This ray has no effect on constructs and undead. > > *** 8. Petrification Ray (black).*** The targeted creature must make a DC 19 Dexterity saving throw. On a failed save, the creature begins to turn to stone and is restrained. It must repeat the saving throw at the end of its next turn. On a success, the effect ends. On a failure , the creature is petrified until freed by the greater restoration spell or other magic. > > *** 9. Enfeeble Ray (hazel).*** A black beam of enervating energy springs from the mindholder's stalk. The targeted creature must succeed on a DC 19 Constitution saving throw. On a failed save, the target deals only half damage with weapon attacks that use Strength. The target can repeat the saving throw at the start of each of its turns, ending the effect on itself on a success. > > ** 10. Devour Magic Ray (rainbow).** The targeted creature must succeed on a DC 19 Dexterity saving throw or have one of its magic items lose all magical properties until the start of the gauth's next turn. If the object is a charged item, it also loses 1d4 charges. Determine the affected item randomly, ignoring single-use items such as potions and scrolls. > > *** 11. Disintegration Ray (Orange).*** If the target is a creature, it must succeed on a DC 19 Dexterity saving throw or take 45 (10d8) force damage. If this damage reduces the creature to 0 hit points, its body becomes a pile of fine gray dust. If the target is a Large or smaller non magical object or creation of magical force, it is disintegrated without a saving throw. \ If the target is a Huge or larger object or creation of magical force, this ray disintegrates a 10·foot cube of it. > >*** 12. Death Ray (Red).*** The targeted creature must succeed on a DC 19 Dexterity saving throw or take 55 (10d10) necrotic damage. The target dies if the ray reduces it to 0 hit points. > > \columnbreak > > **Psychic Link.** The mindholder targets one incapacitated creature it can perceive with its Creature Sense trait and establishes a psychic link with that creature. Until the psychic link ends, the mindholder can perceive everything the target senses. The target becomes aware that something is linked to its mind once it is no longer incapacitated, and the mindholder can terminate the link at any time (no action required). The target can use an action on its turn to attempt to break the psychic link, doing so with a successful DC 19 Charisma saving throw. On a successful save, the target takes 10 (3d6) psychic damage. The psychic link also ends if the target and the mindholder are more than 5 miles apart, with no consequences to the target. The mindholder can form psychic links with up to ten creatures at a time. > > **Sense Thoughts.** The mindholder targets a creature with which it has a psychic link. The mindholder gains insight into the target’s reasoning, its emotional state, and thoughts that loom large in its mind (including things the target worries about, loves, or hates). The mindholder can also make a Charisma (Deception) check with advantage to deceive the target’s mind into thinking it believes one idea or feels a particular emotion. The target contests this attempt with a Wisdom (Insight) check. If the mindholder succeeds, the mind believes the deception for 1 hour or until evidence of the lie is presented to the target. > > ***Bite.*** *Melee Weapon Attack:* +8 to hit, reach 5 ft., one target. *Hit* 16 (4d6 + 2) piercing damage. > > ***Tentacles.*** *Melee Weapon Attack:* +8 to hit, reach 5 ft., one target. *Hit* 20 (4d8 + 2) psychic damage. If the target is Huge or smaller, it is grappled (escape DC 19) and and takes 10 (1d8 + 5) psychic damage at the start of each of its turns until the grapple ends. The mindhunter can have up to seven targets grappled at a time. > > ### Legendary Actions > The mindholder can take 3 legendary actions, choosing from the options below. It can take only one legendary action at a time and only at the end of another creature’s turn. The mindholder regains spent legendary actions at the start of its turn. > > **Tendril.** The mindholder makes a tentacle attack or it uses 1 random eye ray. > > **Psychic Pulse.** The mindholder targets a creature within 120 feet of it with which it has a psychic link. Enemies of the mindholder within 10 feet of that creature take 10 (3d6) psychic damage. > > **Sever Psychic Link.** The mindholder targets a creature within 120 feet of it with which it has a psychic link. The mindholder ends the link, causing the creature to have disadvantage on all ability checks, attack rolls, and saving throws until the end of the creature’s next turn.
Created by /u/Amellwind | twitch.tv/amellwind