Aberrations
Abberations are strange and alien creatures, often hailing from the twisted Far Realms, or planes far beyond the ones we know well. Many have innate magical or psionic abilities, and see mortals as nothing more than a series of races to enslave. The Mind Flayers are a perfect example of this: creatures that once originate from far beyond the Material Plane, hell bent on conquering and enslaving all life.
Mind Flayers & Their Creations
Once planar travellers, the Mind Flayers, or Illithid, are humanoid creatures that dwell in the Underdark, plotting to conquer they world and turn all mortal life into their slaves or food. All Mind Flayers sport psionic abilities, such as their signature mind blast, but some are capable of more, whether they like it or not.
In addition, to the fearsome Illithids are their minions; creatures of nightmares created by Illithid experiments. The Illithid enjoy creating twisted abominations out of other creatures, stripping them of their will and turning them into slaves for their purposes.
Brain Golem
Created using the brains of intelligent creatures and a part of the elder brain's own mass, brain golems are a rare sight for non-illithid creatures. Unlike other types of golems, which are usually created as guardians or bodyguards, brain golems are generally only used for when the elder brain needs more "muscle", or needs to perform a task that it cannot trust to the mind flayers, either because they are not capable of doing it or it needs to be kept secret.
In order to ensure secrecy in their task, brain golems are immune to psychic probing, making it impossible to read their thoughts. Additionally, they have no way to communicate with others aside from the elder brain, as that is the only creature that they need to speak to. Once a brain golem has completed it's task, it returned to the elder brain, and is reabsorbed into it's mass. If the brain golem is killed before it can return to it, the elder brain does not seem to miss any mass that it lost.
Brainstealer Dragon
Brainstealer dragons are amongst the most powerful and most uncommon of the mind flayer creations. Believed to have been created in some form of illithid breeding experiment, brainstealer dragons combine the awe inspiring might of a dragon with the cunning and psionic powers of the mind flayers.
Brainstealer dragons are much lither than other dragons, and their wings are significantly smaller and weaker, appearing to be two fleshy flaps of skin. Where most dragons would have a long, tooth filled snout, brainstealer dragons have four long tentacles. In addition, their eyes are simply two white orbs that sit on either side of their head.
Brain golem
Large aberration / construct, neutral evil
- Armor Class 17
- Hit Points
- Speed 30 ft.
STR DEX CON INT WIS CHA 22 (+6) 9 (-1) 20 (+5) 3 (-4) 16 (+3) 1 (-1)
- Damage Immunities psychic; bludgeoning, piercing, and slashing damage from non-magical attacks
- Condition Immunities charmed, exhaustion, frightened
- Senses darkvision 120 ft., passive perception 13
- Languages -
- Challenge 10 (8,400 XP)
Blank Mind. The golem is immune to telepathy and effects that would read or alter it's thoughts.
Immutable form. The golem is immune to effects that would alter it's form.
Magic Weapons. The golem's attacks are magical.
Actions
Multiattack. The golem makes two slam attacks
Slam. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 18 (2d10 + 6) bludgeoning damage.
Consume Brain. Melee Weapon Attack: +10 to hit, reach 5 ft., one unconcious target. Hit: The creature consumes the target's brain, killing it and regaining 4d10 hit points.
Reactions
Empty Thoughts. When a creature within 30 feet of the golem targets it with an attack roll or spell, it can use it's reaction to force the creature to make a DC 16 Intelligence saving throw. On a failure, it loses it's action, and it stunned until the start of it's next turn.
Similarly to their mind flayer brethren, brainstealer dragons are capable of using powerful psionic abilities, which only grow stronger as the dragon ages. They lack dragon's signature breath attack, however they are able to use the mind flayer's mind blast to incapacitate their foes before devouring them. As a brainstealer dragon grows, they become powerful enough to dwarf the mind flayers and elder brain that created them. Some ancient wyrms are known to control entire illithid civilizations, commanding even the elder brain.
Ancient Brainstealer Dragon
Gargantuan aberration / dragon, lawful evil
- Armor Class 20
- Hit Points 341 (22d20 + 110)
- Speed 40 ft., fly 50 ft.
STR DEX CON INT WIS CHA 20 (+5) 18 (+4) 20 (+5) 27 (+8) 25 (+7) 22 (+6)
- Saving Throws Dex +11, Int +15, Wis +14, Cha +13
- Skills Deception +13, Insight +14, Perception +21, Persuasion +13, Stealth +11
- Damage Immunities Psychic
- Senses Blindsight 120 ft., passive perception 31
- Languages Deep Speech, Draconic, Undercommon Telepathy 120 ft.
- Challenge 24 (36,500 XP)
Legendary Resistance (3/Day). If the dragon fails a saving throw, it can choose to succeed instead.
Psionic Shock. Any creature that starts it's turn grappled by the dragon must succeed on a DC 22 Intelligence saving throw or be stunned until the start of their next turn.
Actions
Multiattack. The dragon can use it's Frightful Presence. It then makes up to two tentacle attacks, then drags any grappled creatures up to 15 feet towards it.
Tentacle. Melee Weapon Attack: +13 to hit, reach 20 ft., one target. Hit: 16 (2d10 + 5) bludgeoning damage, and the target is grappled (Escape DC 20), and the dragon cannot attack another creature with that tentacle. The dragon has four tentacles, each of which can grapple one target.
Extract Brain. Melee Weapon Attack: +13 to hit, reach 5 ft., one incpacitated humanoid grappled by the dragon. Hit: The target takes 55 (10d10) piercing damage. If this damage reduces to target to 0 hit points, the dragon kills the target by extracting it's brain.
Frightful Presence. Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 22 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 dragon's Frightful Presence for the next 24 hours.
Psionic Powers (Recharge 5-6). The dragon uses one of the following psionic powers:
Mind Blast. The dragon emits psychic energy in a 90-foot cone. Each creature in that are must succeed on a DC 22 Intelligence saving throw or take 36 (5d10 +8) psychic damage and be stunned for 1 minute. A creature can repeat this saving throw at the end of their turn, ending the effect on a success.
Link Minds. The dragon attempts to link it's mind with creatures close to it. Any creature within 30 feet of the dragon must succeed on a DC 22 Intelligence saving throw or have their mind linked to the dragon's. While their minds are linked, the dragon has advantage on attack rolls against the target and on saving throws against spells and effects caused by the target. Additionally, the affected creature cannot be hidden from the dragon, and they have disadvantage on attack rolls against the dragon. A creature can use an action to repeat this saving throw, ending the effect on a success.Legendary Actions
The dragon 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 dragon regains spent legendary actions are regained at the start of it's turn.
Detect. The dragon makes a Wisdom (Perception) check.
Tentacle. The dragon makes one tentacle attack.
Sever Connection. The dragon ends the Link Mind effect on any number of creatures it chooses, causing them to take 42 (6d10 +8) psychic damage.


Adult Brainstealer Dragon
Huge aberration / dragon, lawful evil
- Armor Class 18
- Hit Points 176 (16d12 + 64)
- Speed 40 ft., fly 50 ft.
STR DEX CON INT WIS CHA 17 (+3) 14 (+2) 18 (+4) 23 (+6) 21 (+5) 18 (+4)
- Saving Throws Dex +7, Int +11, Wis +10, Cha +9
- Skills Insight +10, Perception +15, Stealth +11
- Damage Immunities Psychic
- Senses Blindsight 120 ft., passive perception 25
- Languages Deep Speech, Draconic, Undercommon Telepathy 120 ft.
- Challenge 16 (15,000 XP)
Legendary Resistance (3/Day). If the dragon fails a saving throw, it can choose to succeed instead.
Psionic Shock. Any creature that starts it's turn grappled by the dragon must succeed on a DC 19 Intelligence saving throw or be stunned until the start of their next turn.
Actions
Multiattack. The dragon can use it's Frightful Presence. It then makes up to two tentacle attacks, then drags any grappled creatures up to 15 feet towards it.
Tentacle. Melee Weapon Attack: +8 to hit, reach 20 ft., one target. Hit: 12 (2d8 + 3) bludgeoning damage, and the target is grappled (Escape DC 16), and the dragon cannot attack another creature with that tentacle. The dragon has four tentacles, each of which can grapple one target.
Extract Brain. Melee Weapon Attack: +8 to hit, reach 5 ft., one incpacitated humanoid grappled by the dragon. Hit: The target takes 55 (10d10) piercing damage. If this damage reduces to target to 0 hit points, the dragon kills the target by extracting it's brain.
Frightful Presence. Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 19 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 dragon's Frightful Presence for the next 24 hours.
Psionic Powers (Recharge 5-6). The dragon uses one of the following psionic powers:
Mind Blast. The dragon emits psychic energy in a 90-foot cone. Each creature in that are must succeed on a DC 19 Intelligence saving throw or take 23 (3d10 +6) psychic damage and be stunned for 1 minute. A creature can repeat this saving throw at the end of their turn, ending the effect on a success.
Link Minds. The dragon attempts to link it's mind with creatures close to it. Any creature within 30 feet of the dragon must succeed on a DC 19 Intelligence saving throw or have their mind linked to the dragon's. While their minds are linked, the dragon has advantage on attack rolls against the target and on saving throws against spells and effects caused by the target. Additionally, the affected creature cannot be hidden from the dragon, and they have disadvantage on attack rolls against the dragon. A creature can use an action to repeat this saving throw, ending the effect on a success.Legendary Actions
The dragon 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 dragon regains spent legendary actions are regained at the start of it's turn.
Detect. The dragon makes a Wisdom (Perception) check.
Tentacle. The dragon makes one tentacle attack.
Sever Connection. The dragon ends the Link Mind effect on any number of creatures it chooses, causing them to take 28 (4d10 +6) psychic damage.


Young Brainstealer Dragon
Large aberration / dragon, lawful evil
- Armor Class 17
- Hit Points 119 (14d10 + 42)
- Speed 40 ft., fly 40 ft.
STR DEX CON INT WIS CHA 14 (+2) 12 (+1) 16 (+3) 20 (+5) 18 (+4) 17 (+3)
- Saving Throws Dex +5, Int +9, Wis +8, Cha +7
- Skills Insight +8, Perception +12, Stealth +6
- Damage Immunities Psychic
- Senses Blindsight 90 ft., passive perception 22
- Languages Deep Speech, Draconic, Undercommon Telepathy 120 ft.
- Challenge 10 (5,900 XP)
Psionic Shock. Any creature that starts it's turn grappled by the dragon must succeed on a DC 17 Intelligence saving throw or be stunned until the start of their next turn.
Actions
Multiattack. The dragon makes up to two tentacle attacks, then drags any grappled creatures up to 15 feet towards it.
Tentacle. Melee Weapon Attack: +6 to hit, reach 20 ft., one target. Hit: 10 (2d6 + 2) bludgeoning damage, and the target is grappled (Escape DC 14), and the dragon cannot attack another creature with that tentacle. The dragon has four tentacles, each of which can grapple one target.
Extract Brain. Melee Weapon Attack: +6 to hit, reach 5 ft., one incpacitated humanoid grappled by the dragon. Hit: The target takes 42 (8d10) piercing damage. If this damage reduces to target to 0 hit points, the dragon kills the target by extracting it's brain.
Psionic Powers (Recharge 5-6). The dragon uses one of the following psionic powers:
Mind Blast. The dragon emits psychic energy in a 90-foot cone. Each creature in that are must succeed on a DC 17 Intelligence saving throw or take 20 (3d8 + 5) psychic damage and be stunned for 1 minute. A creature can repeat this saving throw at the end of their turn, ending the effect on a success.
Link Minds. The dragon attempts to link it's mind with creatures close to it. Any creature within 30 feet of the dragon must succeed on a DC 17 Intelligence saving throw or have their mind linked to the dragon's. While their minds are linked, the dragon has advantage on attack rolls against the target and on saving throws against spells and effects caused by the target. A creature can use an action to repeat this saving throw, ending the effect on a success.
Brainstealer Dragon Wyrmling
Medium aberration / dragon, lawful evil
- Armor Class 16
- Hit Points 75 (10d8 + 30)
- Speed 40 ft., fly 30 ft.
STR DEX CON INT WIS CHA 14 (+2) 12 (+1) 16 (+3) 18 (+4) 18 (+4) 17 (+3)
- Saving Throws Dex +3, Int +7, Wis +7, Cha +6
- Skills Perception +10, Stealth +3
- Damage Immunities Psychic
- Senses Blindsight 60 ft., passive perception 31
- Languages Deep Speech, Draconic
- Challenge 4 (1,100 XP)
Actions
Tentacle. Melee Weapon Attack: +5 to hit, reach 20 ft., one target. Hit: 10 (2d6 + 5) bludgeoning damage, and the target is grappled (Escape DC 12). The dragon has four tentacles, each of which can grapple one target.
Psionic Powers (Recharge 5-6). The dragon uses one of the following psionic powers:
Mind Blast. The dragon emits psychic energy in a 15-foot cone. Each creature in that are must succeed on a DC 14 Intelligence saving throw or take 14 (2d8 + 4) psychic damage and be stunned for 1 minute. A creature can repeat this saving throw at the end of their turn, ending the effect on a success.
Link Minds. The dragon attempts to link it's mind with creatures close to it. Any creature within 30 feet of the dragon must succeed on a DC 14 Intelligence saving throw or have their mind linked to the dragon's. While their minds are linked, the dragon has advantage on attack rolls against the target and on saving throws against spells and effects caused by the target. A creature can use an action to repeat this saving throw, ending the effect on a success.
Mind Flayer Sorcerer
The appearance of illithid sorcerers is something of a mystery. The mind flayers have no connection to any creatures that would give them sorcerous powers, however despite this, some illithid are born with a gift for the arcane.
Mind flayer sorcerers are born disconnected from the hive mind, as their arcane powers interfere with their connection. Because of this, they are exiled, in the same way that any mind flayer that studies the arcane would be. Even without their colony to protect them, these mind flayers are extremely dangerous, possessing both psionic abilities and arcane power.
Like other sorcerers, these mind flayers are able to twist and manipulate their spells, however they are able to do this to their psionic abilities as well, including the mind flayer's infamous mind blast.
Mind Flayer Sorcerer
Medium aberration, any evil alignment
- Armor Class 14 (mage armor)
- Hit Points 136 (16d8 + 64)
- Speed 30 feet
STR DEX CON INT WIS CHA 11 (+0) 12 (+1) 18 (+4) 17 (+3) 17 (+3) 19 (+4)
- Saving Throws Con +8, Int +7, Wis +7, Cha +8
- Skills Arcana +7, Deception +8, Insight +7, Perception +7, Persuasion +8, Stealth +5
- Damage Resistances psychic
- Senses Darkvision 120 ft., passive perception 17
- Languages Deep Speech, Undercommon, telepathy 120 ft.
- Challenge 12 (8,400 XP)
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)Magic Resistance. The mind flayer has advantage on saving throws against spells and other magical effects.
Metamagic. The Mind Flayer has 14 Sorcery Points. When the mind flayer casts a spell using it's Innate Spellcasting or Spellcasting feature, or uses it's Mind Blast, it can expend sorcery Ppints to use one of the following options:
Heightened Spell. The mind flayer can expend 3 sorcery points to give the target of their spell or Mind Blast disadvantage on the initial saving throw. If the spell or Mind Blast targets multiple creatures, they can only use this ability on one of them.
Quickened Spell. The mind flayer can expend 2 sorcery points to cast a spell with a casting time of 1 action as a bonus action.
Subtle Spell. The mind flayer can expend 1 sorcery point to cast a spell without any somatic or verbal components.
Spellcasting. The mind flayer is a 13th-level spellcaster. It's spellcasting ability is Charisma (spell save DC 16, +8 to hit with spell attacks). It knows the following sorcerer spells:
Cantrips (at will): chill touch, dancing light, firebolt, mage hand, prestidigitation, ray of frost, shocking grasp
1st level (4 slots): absorb elements, chaos bolt, detect magic, mage armor *, shield
2nd level (3 slots): blur, hold person, invisibility, mind spike, misty step
3rd level (3 slots): counterspell, displel magic, enemies abound, fly, lightning bolt
4th level (3 slots): banishment, dominate beast, stoneskin *
5th level (2 slots): cone of cold, hold monster, synaptic strike, telekinesis
6th level (1 slot): mass suggestion, mental prison
7th level (1 slot): reverse gravityActions
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.


Vampiric Mind Flayers
Vampiric mind flayers are a rare sight. It is unknown how they are created, as these vampires do not propagate by feeding on their kin and leaving them barely alive. Vampiric mind flayers seem to have no issue killing and feeding on any creature they see, mind flayer or not.
Vampiric mind flayers resemble their brethren in most ways, with a few key differences. Their skin has turned a dark gray, and their heads are slightly smaller, either from shrinking or from their skulls caving in slightly. Their tentacles are much longer and more muscular, which help them to trap their prey.
The biggest flaw of vampiric mind flayers is that the vampirism seems to affect their minds differently to other creatures. For some reason, becoming a vampire seems to make mind flayers feral, cutting them off from the hive mind and turning them into savage beasts. They are still cunning and intelligent when it comes to finding pray to feast on, but they lack any form of higher thought.
Vampiric Mind Flayer
Medium aberration / undead, chaotic evil
- Armor Class 16 (natural armor)
- Hit Points 162 (19d8 + 76)
- Speed 45 ft., climb 30 ft.
STR DEX CON INT WIS CHA 20 (+5) 16 (+3) 19 (+4) 16 (+3) 12 (+1) 7 (-2)
- Saving Throws Str +10, Con +9, Int +8, Wis +6
- Skills Perception +6, Stealth +8
- Damage Vulnerabilities psychic
- Damage Resistances necrotic; bludgeoning, piercing, and slashing damage from non-magical weapons
- Damage Immunities poison
- Condition Immunities charmed, exhaustion, frightened, poisoned
- Senses Darkvision 120 ft., passive Perception 16
- Languages Telepathy 120 ft.
- Challenge 15 (13,000 XP)
Blood Siphon. Any creature that starts it's turn grappled by the mind flayer takes 2d4 necrotic damage, and the mind flayer gains 2d4 temporary hit points for every creature it has grappled.
Actions
Multiattack. The mind flayer makes up to two tentacle attacks.
Tentacle. Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 21 (3d10 + 5) bludgeoning damage, and the target is grappled (Escape DC 18). The mind flayer has four tentacles, each of which can grapple one target.
Siphon Life. The mind flayer forces every creature grappled by it to make a Constitution saving throw (DC 16). The creatures take 27 (6d8) necrotic damage on a failure, or half as much on a success. Additionally, the mind flayer regains hit points equal to half the damage done.
Extract Brain. Melee Weapon Attack: +10 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 16 Intelligence saving throw or take 21 (4d8 + 3) 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.



Darkweaver
Twisted aberrations that mainly dwell within the depths of the Shadowfell (though they can also be found in the Abyss, Limbo, and Pandemonium), darkweavers are sinister creatures that feed off of the strength of others. They tend to be solitary creatures, though they often enslave other creatures of the Shadowfell to fight for them.
Very few have seen the true form of a darkweaver, as their entire body is drapped in shadows and darkness that cling to it like a cloak. Underneat the cloak of shadows is the darkweaver's body; a spider-like creature split into two segments. The first segement has a set of eyes similar to a spiders, as well as a fanged mouth. The second segment is simply a body. Both segments have four tentacles, each of which are 10 feet (3 meters) long. The darkweaver generally walks on all eight tentacles, but can walk on it's hind four so that it can use it's front tentacles for fighting or manipulating objects.
Cunning and Cruel. Despite their beastial form, darkweavers are clever, intelligent creatures. While they rarely interact with others, they do on occasion speak to others, usually to enslave them. In the rare case that a creature seeks out the darkweaver, it will be willing to hear what they have to say before deciding if it will feed on them or not.
Vampiric Feeding. Darkweavers do not need to eat, instead sustaining themselves by absorbing the strength of other creatures. When the darkweaver bites a creature, it siphons their strength, leaving the creature a powerless husk, and often killing it in the process.
Darkweaver
Medium aberration, neutral evil
- Armor Class 14 (natural armor)
- Hit Points
- Speed 30 ft., climb 30 ft.
STR DEX CON INT WIS CHA 13 (+1) 18 (+4) 14 (+2) 15 (+2) 14 (+2) 16 (+3)
- Skills Deception +7, Perception +6, Stealth +8
- Damage Resistances necrotic; bludgeoning, piercing, and slashing damage from non-magical attacks
- Senses Darkvision 120 ft., passive Perception 16
- Languages Abyssal, Common, Infernal, Telepathy 60 ft.
- Challenge 10 (5,900 XP)
Innate Spellcasting. The darkweaver's innate spellcasting ability is Charisma (spell Save DC 15). It can innately cast the following spells, requiring no components:
3/day each: confusion, darkness, suggestion, tongues, web
1/day each: pass without traceShadow Image. The darkweaver has three shadow duplicates that shift around it, making it impossible to tell which is real, working the same way as the mirror image spell. At the start of the darkweaver's turn, it creates one additional shadow duplicate. It can only have up to three shadow duplicates at a time.
Actions
Tentacle. Melee Weapon Attack:, +8 to hit, reach 10 ft., one target. Hit: 13 (2d8 + 4) bludgeoning damage, and the creature is pulled within 5 feet of the darkweaver. The darkweaver can then use it's Consume Strength attack as a bonus action.
Consume Strength. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: The target takes 22 (4d10) necrotic damage, and it's strength is reduced by 1d6. The target dies if this reduces it's Strength to 0. Otherwise, this reduction lasts until the creature takes a long rest. Additionally, the darkweaver gains a number of temporary hit points equal to half the necrotic damage done.
Web of Shadows (1/day). The darkweaver creates a web of shadows with a radius of 60 feet originating at it's position. While it is standing on the web, the darkweaver becomes invisible at the start of it's turn, which lasts until it attacks another creature or forces a creature to make a saving throw. When a creature enters the radius for the first time, it must succeed on a DC 15 Charisma saving throw, or be unable to move in any direction except towards the darkweaver while standing on the web.


Kaia
Beings from another plane twisted into nightmarish creatures by some foul god, Kaia are strange hunters that stalk dark forests, devouring those that scream in the night. They resemble long, fat, sickly yellow worms, that are covered in dozens of tentacles that stretch along their entire body.
Similarly to many other aberrations, kaia reproduce asexually, birthing dozens of kaia spawn at a time. Once they are born, these spawn must fend for themselves, and often, adult Kaia will have no issue eating kaia spawn, even their own.
Kaia spawn are essentially just beasts. They have a potent poison in their stinger that is capable of paralyzing creatures, but lack any of the strange alien abilities that aberrations are known for. The adults, known as Mothers of Nightmares, are much more ferocious, capable of flooding the minds of creatures with horrific nightmares simply by being in their presence. Creatures that rest nearby to a kaia's home are often haunted by never ending nightmares, which serve as a way for the kaia to find new prey.
Scream into the Night. While adult kaia will hunt and consume anything that enters their forests, they have another strange way of hunting. The kaia will inflict humanoids near them with horrendous nightmares. If a person screams out in fear from their nightmares, the kaia will carve their name into a tree, so that they know who they are, before stalking the person and devouring them.
Once the kaia has devoured someone whose name was carved into a tree, they will cross the name out, so that they remember that they are dead. A kaia's nest is often filled with trees that are covered in dozens of names, some of which have large Xs scratched over them.
Kaia Spawn
Medium aberration, unaligned
- Armor Class 16 (natural armor)
- Hit Points 65 (10d8 + 20)
- Speed 30 fft., burrow 15 ft.
STR DEX CON INT WIS CHA 18 (+4) 14 (+2) 14 (+2) 3 (-4) 12 (+1) 5 (-3)
- Skills Perception +4, Stealth +8
- Damage Vulnerabilities radiant
- Damage Resistances poison
- Condition Immunities poisoned
- Senses Darkvision 60 ft., Tremorsense 30 ft., passive Perception 14
- Languages -
- Challenge 5 (1,800 XP)
Fear of Light. If the kaia starts it's turn in bright light, it becomes frightened of the light, and must use it's movement to get as far away from the light as possible. Additionally, the kaia has disadvantage on saving throw while in bright light.
Actions
Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) piercing damage.
Stinger. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 2 (1d4) poison damage, and the target must succeed on a DC 13 Constitution saving throw or be paralyzed for 1 minute. The creature can repeat this saving throw at the end of their turn, ending the effect on a success.
Reactions
Stinging Tail Strike. When a creature moves into or out of the kaia's reach, the kaia can use it's reaction to strike at it with it's stinger.



Fear the Light. For some reason, kaia are terrified of the light, which is why they dwell deep withing dark forests. Whenever the kaia sees a light, it retreats in fear, as if simply being near the light would destroy them. Those that must venture into forests where kaia live must be sure to bring some form of light with them, whether it be torches or magically produced lights.
However, there is one exception to this: the kaia do not seem to care about any light that is produced or held by a person that screamed out in fear due to their nightmares. For some odd reason, any creature that has their named carved into a tree by a kaia is unable to scare them away with light.
When confronted by light, most kaia tend to burrow underground to hide away from the light. If they cannot burrow underground for some reason, they will instead run as far away from the light as they can, cowering in fear from it.
Tactical Hunters. Despite lacking any form of higher intelligence, kaia make for very intelligent hunters. They are highly proficient in stealth, allowing them to stalk their targets very effectively. Once they have their target cornered, the kaia will use their stinger to attempt to paralyze the creature before feeding on them. Adult kaias will swallow their pray whole, before burrowing underground to digest their food where others cannot harm them.
Kaia Mother of Nightmares
Huge aberration, unaligned
- Armor Class 20 (natural armro)
- Hit Points 210 (20d10 + 100)
- Speed 50 ft., burrow 30 ft.
STR DEX CON INT WIS CHA 24 (+7) 18 (+4) 20 (+5) 3 (-4) 16 (+3) 5 (-3)
- Saving Throws Str +12, Dex +9, Con +10, Wis +8
- Skills Perception +8, Stealth +14
- Damage Vulnerabilities radiant
- Damage Immunities poison
- Condition Immunities poisoned
- Senses Darkvision 60 ft., Tremorsense 90 ft., passive Perception 18
- Languages -
- Challenge 13 (10,000 XP)
Aura of Nightmares. Any creatures that goes to sleep within 5 miles of a kaia must succeed on a DC 18 Wisdom saving throw or be haunted by nightmares, waking up screaming. That creature is considered frightened of the kaia until they are targeted by a greater restoration spell, or a similar magical effect.
Fear of Light. If the kaia starts it's turn in bright light, it becomes frightened of the light, and must use it's movement to get as far away from the light as possible. Additionally, the kaia has disadvantage on saving throw while in bright light.
Fright Covers Light. The kaia treats any light produced or held by a creature that is frightened of it as darkness.
Actions
Multiattack. The kaia makes three attacks: one with it's bite or swallow, and two with it's claws.
Bite. Melee Weapon Attack: +12 to hit, reach 10 ft., one target. Hit: 24 (3d10 + 7) piercing damage, and the target is grappled (Escape DC 18). Once the kaia is grappling a creature in this way, it cannot make bite attacks against any creatures other than the one it has grappled.
Claw. Melee Weapon Attack: +12 to hit, reach 10 ft., one target. Hit: 16 (2d8 +7) slashing damage.
Stinger. Melee Weapon Attack: +12 to hit, reach 10 ft., one target. Hit: 8 (4d4) poison damage, and the target must succeed on a DC 18 Constitution saving throw or be paralyzed for 1 minute. The creature can repeat this saving throw at the end of their turn, ending the effect on a success.
Swallow. Melee Weapon Attack: +12 to hit, reach 5 ft., one target grappled by the kaia. Hit: The target takes 14 (4d8) acid damage, and is swallowed by the kaia. A swallowed creature is blinded and restrained, and has total cover against attacks and other effects outside the kaia. Additionally, a swallowed creature takes 14 (4d8) acid damage whenever it starts it's turn. If the kaia takes 30 damage or more on a single turn from a creature inside it, the worm must succeed on a DC 23 Constitution saving throw at the end of that turn or regurgitate all swallowed creatures, which fall prone in a space within 10 feet of the worm. If the kaia dies, a swallowed creature is no longer restrained by it and can escape from the corpse by using 15 feet of movement, exiting prone.
Inflict Nightmares (Recharge 5-6). The kaia fills the minds of any creatures near it with nightmarish thoughts and visions. Every creature within 60 feet of the kaia must make a Wisdom saving throw (DC 18). On a failure, the creature is frightened of the kaia for 1 minute. A creature can repeat this saving throw at the end of their turn, ending the effect on a success.
If a creature is already frightened of the kaia, they have disadvantage on their saving throw, and instead take 45 (10d8) psychic damage.Reactions
Stinging Tail Strike. When a creature moves into or out of the kaia's reach, the kaia can use it's reaction to strike at it with it's stinger.


Planar Compendium - Aberrations
A series of new aberrations to torture your players with for the world's greatest roleplaying game!
Class created by Elizabeth's Homebrew Emporium
Created using GMBinder
Art Credits:
Brainstealer Dragon - Tinadactyl
Brainstealer Dragon - Monsters of the Mind - Minions of the Mindflayers, Dragon Issue #337, ©Paizo Inc
The Mind Flayer - CarstenO
Vampiric Mind Flayer - Van Richten's Guide to Ravenloft, ©Wizards of the Coast LLC
Darkweaver - Fiend Folio, ©Wizards of the Coast LLC
Kaia - Nightmare Creatures of The Restless Shore, ©Wizards of the Coast LLC
Far Realm Neverwinter - ©Wizards of the Coast LLC