Intellect Devourer
Tiny aberration, lawful evil
- Armor Class 12
- Hit Points 21 (6d4+6)
- Speed 40 ft.
STR DEX CON INT WIS CHA 6 (-2) 14 (+2) 13 (+1) 12 (+1) 11 (0) 10 (+0)
- Skills Perception +2, Stealth +4
- Damage Resistances bludgeoning, piercing, slashing from nonmagical attacks
- Condition Immunities blinded
- Senses blindsight 60 ft. (blind beyond this radius), passive Perception 12
- Languages understands Deep Speech but can't speak, telepathy 60 ft.
- CR 2 (450 XP)
Detect Sentience. The intellect devourer can sense the presence and location of any creature within 300 feet of it that has an Intelligence of 3 or higher, regardless of interposing barriers, unless the creature is protected by a mind blank spell.
Pack Tactics. The intellect devourer has advantage on an Intelligence check against a creature if at least one of the intellect devourer's allies is within 5 feet of the creature and the ally isn't incapacitated.
Creature Climber. The intellect devourer can can occupy another creature's space and vice versa and can climb on top of creatures, without needing to make an ability check.
Actions
Multiattack. The intellect devourer makes one attack with its claws and uses Devour Intellect.
Claws. Melee Weapon Attack: +4 to hit, reach 0 ft., one target within the intellect devourer's space. Hit: 7 (2d4 + 2) slashing damage.
Devour Intellect. The intellect devourer targets one creature it can see in its space that has a brain. The target must succeed on a DC 14 Intelligence saving throw against this magic or take 9 (2d8) psychic damage and have its intellect drained. While it has its intellect drained, it has disadvantage on all Intelligence checks and saving throws until it completes a long rest.
If a creature fails this saving throw for a second time before completing a long rest, its Intelligence drops to 0 and it's stunned until it regains at least one point of Intelligence, or finishes a long rest.
Body Thief. The intellect devourer initiates an Intelligence contest with an incapacitated humanoid within 5 feet of it that isn't protected by protection from evil and good. If it wins the contest, the intellect devourer magically consumes the target's brain, teleports into the target's skull, and takes control of the target's body. While inside a creature, the intellect devourer has total cover against attacks and other effects originating outside its host. The intellect devourer retains its Intelligence, Wisdom, and Charisma scores, as well as its understanding of Deep Speech, its telepathy, and its traits. It otherwise adopts the target's statistics. It knows everything the creature knew, including spells and languages. If the host body dies, the intellect devourer must leave it. A protection from evil and good spell cast on the body drives the intellect devourer out. The intellect devourer is also forced out if the target regains its devoured brain by means of a wish. By spending 5 feet of its movement, the intellect devourer can voluntarily leave the body, teleporting to the nearest unoccupied space within 5 feet of it. The body then dies, unless its brain is restored within 1 round.
Art by WotC
Bedrock Bosun
Large undead
- Armor Class 19 (leather armor)
- Hit Points 725 (50d8 + 500)
- Speed 45 ft., swim 120 ft.
STR DEX CON INT WIS CHA 29 (+9) 26 (+8) 30 (+10) 22 (+6) 25 (+7) 28 (+9)
- Saving Throws Str +18, Dex 17, Con +19, Int +15, Wis +16, Cha +18
- Skills Athletics +9, History +22, Insight +16, Perception +27
- Damage Resistances acid, fire, force
- Damage Immunities cold, necrotic, poison; bludgeoning, piercing, and slashing from nonmagical attacks
- Condition Immunities charmed, exhaustion, frightened, paralyzed, petrified, poisoned
- Senses tremorsense 100 mi., passive Perception 37
- Languages all
- Challenge 29 (135,000 XP)
Legendary Resistance (3/Day). If the Bedrock Bosun fails a saving throw, he can choose to succeed instead.
Drowned. The Bedrock Bosun doesn't need to eat, drink, or breathe.
Magic Resistance. The Bedrock Bosun has advantage on saving throws against spells and other magical effects.
Sea's Patron. The Bedrock Bosun can talk to the souls of any creature that has died due to drowning and understands at least one language.
Umbral Weapons. The Bedrock Bosun's weapon attacks are magical. When the Bedrock Bosun hits with any weapon, the weapon deals an extra 6d8 necrotic damage (included in the attack).
Undead Fortitude. If damage reduces the Bedrock Bosun to 0 hit points, it must make a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is radiant or from a critical hit. On a success, the Bedrock Bosun drops to 1 hit point instead.
Underwater Invisibility. While completely submerged in water, the Bedrock Bosun can use his action to become invisible until the start of his next turn and take the Hide action.
Actions
Multiattack. The Bedrock Bosun can use his Frightfu Presence. He then makes two attacks with his scimitar.
Scimitar. Melee Weapon Attack: +18 to hit, reach 10 ft., one target. Hit: 12 (1d6 + 9) slashing damage plus 27 (6d8) necrotic damage. Miss: If the target fails a DC 26 Charisma saving throw, its Strength score is reduced by 1d4. The target dies if this reduces its Strength to 0. Otherwise, the reduction lasts until the target finishes a short or long rest.
If a non-evil humanoid dies from this attack, a new shadow rises from the corpse 1 hour later.
Frightful Presence. Each creature of the Bedrock Bosun's choice that is within 120 feet of the Bosun and aware of him must succeed on a DC 26 Wisdom saving throw or become frightened 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. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the Bedrock Bosun's Frightful Presence for the next 24 hours.
Kraken's Maw (Recharge 5-6). The Bedrock Bosun summons the spirit of that which made him centered on a point within 60 feet of him that he can see. Each creature in a 10-foot-radius, 40-foot-high cylinder centered on the point must succeed on a DC 26 Dexterity saving throw, taking 4d10 piercing and 4d10 force damage on a failed save, or half as much damage on a successful one.
Reactions
Parry. The Bedrock Bosun adds 3 to its AC against one melee attack that would hit it. To do so, the the Bedrock Bosun must see the attacker and be wielding a melee weapon.
Legendary Actions
The Bedrock Bosun can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. The Bedrock Bosun regains spent legendary actions at the start of its turn.
Scimitar. The Bedrock Bosun moves up to its movement speed and makes one scimitar attack.
Underwater Current. The Bedrock Bosun creates a line within 60 feet of him that's 15 feet tall, 15 feet wide, and up to 60 feet long. All creatures within the line are moved up to 30 feet in the same direction. If a creature moved this way hits any number of obstacles, it takes 3d6 bludgeoning damage.