Mindseeker (5e Creature)
From D&D Wiki
Mindseeker[edit]
Large aberration, lawful evil Armor Class 16 (natural armor)
Saving Throws Dex +1, Int +9 Limited Magic Immunity. The mindseeker can't be affected or detected by spells of 2nd level or lower unless it wishes to be. It has advantage on saving throws against all other spells and magical effects. ACTIONSShortsword. Melee Weapon Attack: +3 to hit, reach 10 ft., one target. Hit: 7 (2d6) piercing damage plus 4 (1d8) psychic damage. Psychic Spear. Melee or Ranged Weapon Attack: +9 to hit, reach 10 ft., or range 30/90 ft., one target. Hit: 3 (1d6) piercing damage and the target must make a DC 17 Intelligence saving throw. On a failed save, a target takes 22 (4d10) psychic damage and is stunned for 1 minute. On a successful save, a target takes half as much damage and isn't stunned. Psionic Bolt. Ranged Spell Attack: +9 to hit, range 200 ft., one target. Hit: 27 (6d6 + 6) force damage and the target must succeed on a DC 17 Constitution saving throw or take 9 (2d8) psychic damage. Eye Cone (Recharge 5-6). The mindseeker blasts energy from its eyes in a 40-foot cone. Each creature in that area must succeed on a DC 17 Wisdom saving throw or take 36 (8d8) psychic damage and become stunned for 1 minute.
|
Mindseekers are feared throughout the realm for their impressive psychic abilities, innate magic, and otherworldly intelligence. Mindseekers will not heed any creature less intelligent than them, and thousands have died from the wrath of a mindseeker. A mindseeker is 14 feet tall, with five tentacles, two of which wield shortswords. A mindseeker's head is surrounded by up to fifty eyes, and all mindseekers can conjure psychic spears to hit foes. |
Back to Main Page → 5e Homebrew → Creatures