Intellect Devourer, Variant (5e Creature)

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Intellect Devourer (Actions Variant)[edit]

Tiny aberration, lawful evil

Armor Class 12
Hit Points 21 (6d4 + 6)
Speed 40 ft.

6 (-2) 14 (+2) 13 (+1) 12 (+1) 11 (+0) 10 (+0)

Skills Perception +2, Stealth +4
Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks
Condition Immunities blinded
Senses blindsight 60 ft. (blind beyond this radius), passive Perception 12
Languages understands Deep Speech but cannot speak
Challenge 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.


Multiattack. The intellect devourer makes one attack with its claws and uses Devour Intellect, or may use its Body Thief action against a stunned target.

Claws. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (2d4 + 2) slashing damage.

Devour Intellect. The intellect devourer targets one creature in can see within 10 feet of it that has a brain. The target must succeed on a DC 12 Intelligence saving throw against this magic or take 11 (2d10) psychic damage. Also on failure make a DC 15 Intelligence saving throw. Another failure results in the target being stunned for 5 (2d4) rounds, or until the condition is removed by a lesser or greater restoration spell.

Body Thief. Against a stunned target within 5 feet an intellect devourer may surrender its other attacks to make a Body Thief attack. The target must succeed on a DC 12 Intelligence saving throw (at disadvantage) against this magic or be dominated by the intellect devourer. When dominating a creature the intellect devourer becomes ethereal and occupies the same space as the victim.
A dominated creature is under total control of the intellect devourer. The target gets the intellect devourer's Intelligence, Wisdom, and Charisma scores, as well as its understanding of Deep Speech, its telepathy, and its traits. It otherwise retains its original statistics. The intellect devourer knows everything the target creature knows, and may use the dominated creature's spells and languages through the dominated body.
If the dominated creature is dropped to 0 hit points the intellect devourer must leave it. A protection from evil and good spell cast on the body drives the intellect devourer out. Once driven out the victim's intelligence score is reduced to 1. The abilities to speak, cast spells, use weapons or other tools, etc. are all lost until the effect is removed. A lesser restoration allows the victim's intelligence to return after a short rest, while a greater restoration completely removes the negative effect immediately. Each long rest allows the target a DC 12 Constitution saving throw. Success returns the intelligence score to normal.

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