Mozgriken (5e Creature)

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Mozgriken[edit]

Small aberration, lawful neutral


Armor Class 12 (natural armor)
Hit Points 70 (28d6 - 28)
Speed 25 ft.


STR DEX CON INT WIS CHA
12 (+1) 11 (+0) 8 (-1) 19 (+4) 17 (+3) 17 (+3)

Saving Throws Int +6, Wis +5, Cha +5
Skills Arcana +6, Deception +5, Investigation +6, Sleight of Hand +2, Stealth +2
Proficiency Bonus +2
Senses darkvision 150 ft., passive Perception 13
Languages Deep Speech, Undercommon, telepathy 120 ft.
Challenge 4 (1,100 XP)


Magic Resistance. The mozgriken has advantage on saving throws against spells and other magical effects.

Sunlight Weakness. While in sunlight, the mozgriken has disadvantage on attack rolls, ability checks, and saving throws.

Innate Spellcasting (Psionics). The mozgriken's innate spellcasting ability is Intelligence (spell save DC 14). It can innately cast the following spells, requiring no components:

At will: detect thoughts, disguise self
1/day each: nondetection, plane shift (self only)

ACTIONS

Tentacles. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 5 (1d8 + 1) bludgeoning damage. If the target is Small or smaller, it is grappled (escape DC 11).

Mozgriken Camouflage. The mozgriken becomes invisible until the beginning of its next turn.

Shadow Form (Recharge 6). The mozgriken merges with its shadow for 1 minute with concentration. While in shadow form, the mozgriken can't take any actions, speak, or manipulate objects. It is weightless, has a walking speed of 50 feet, and can enter a hostile creature's space and stop there. In addition, if air can pass through a space, the shadow can do so without squeezing. It has advantage on Strength, Dexterity, and Constitution saving throws, and it is immune to all nonmagical damage. If the mozgriken enters dim light, this effect ends and it takes 10 radiant damage, and if it enters bright light it takes twice as much damage.

BONUS ACTIONS

Shadow Stealth. While in dim light or darkness, the mozgriken takes the Hide action.


Mozgriken.jpg
[Source]

In some cases, particularly among gnomes, an illithid tadpole's host will reject the tadpole infecting them. This typically results in the death of the host, mind flayers with no other available hosts devised a psionic ritual to bind the energy of the Plane of Shadows to the very nature of both the host and tadpole, causing them to survive as a mozgriken; mouthless, disfigured beasts as dark as the shadows.
In illithid society, mozgriken are considered to be in the same social caste as urophion. They are constantly mistreated by their betters, but can only sustain themselves on the cerebral fluid of the colony's tanks, leaving them no other choice but to serve their masters. Due to their shadowy nature and forced loyalty, mozgriken are used as scouts, and they are likely to flee at the first sign of danger.

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