Mindseeker (5e Creature)

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Large aberration, lawful evil

Armor Class 16 (natural armor)
Hit Points 112 (15d10 + 30)
Speed 30 ft.

10 (+0) 7 (-2) 14 (+2) 23 (+6) 19 (+4) 20 (+5)

Saving Throws Dex+1, Int+9
Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks
Damage Immunities fire, poison, psychic
Condition Immunities poisoned, stunned
Senses passive Perception 14
Languages Common, Deep Speech, Undercommon
Challenge 8 (3,900 XP)

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 magic.


Shortsword. 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, taking 22 (4d10) psychic damage on a failed save, or half as mush damage on a successful one. On a failed save, the creature is stunned for 1d8 rounds.

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 it's 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 being 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.

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