Large humanoid (mulrak), neutral evil
Armor Class 14 (natural armour)
Hit Points 76 (9d10 + 27)
Speed 30 ft.
Skills Deception +6, Perception +7, Stealth +6
Damage Resistances psychic
Condition Immunities blinded
Senses blindsight 60 ft. (blind beyond this radius), tremorsense 30 ft., passive Perception 17
Languages Terran, telepathy 60 ft.
Challenge 6 (2,300 XP)
Keen Hearing and Smell. The mulrak has advantage on Wisdom (Perception) checks that rely on hearing or smell.
Metal Sense. The mulrak can pinpoint, by scent, the location of metal within 60 feet of her.
Stone Camouflage. The mulrak has advantage on Dexterity (Stealth) checks made to hide in rocky terrain.
Spellcasting. The mulrak is a 7th-level spellcaster. Her spellcasting ability is Charisma (spell save DC 14, +6 to hit with spell attacks). The mulrak knows the following sorcerer spells:
Cantrips (at will): fire bolt, mage hand, minor illusion, prestidigitation, shocking grasp
1st level (4 slots): charm person, detect magic, magic missile
2nd level (3 slots): scorching ray, suggestion
3rd level (3 slots): fireball, hypnotic pattern
4th level (1 slot): confusion
Multiattack. The mulrak makes two attacks with her claws.
Claw. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) slashing damage.
Rend Mind. Ranged Spell Attack: +6 to hit, range 60 ft., one creature. Hit: 7 (2d6) psychic damage.
Female mulraks develop psionic abilities and sorcerous magic as they age, earning the title of mindbreaker among their people. They use telepathy to communicate silently with their allies when setting ambushes and in other situations when they need to be stealthy.
Mulraks choose their leaders for their brute strength and hardiness, not for intellect or charisma, so while the mindbreakers rarely lead mulraks, they always take positions of power as advisors to leaders.