Large aberration, lawful evil
Armor Class 15 (natural armor)
Hit Points 75 (10d10 + 20)
Speed 0 ft., fly 20 ft. (hover)
Proficiency Bonus +3
Proficiency Bonus +5 (5th Edition Advanced Mode)
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
10 (+0) | 14 (+2) | 14 (+2) | 15 (+2) | 15 (+2) | 10 (+0) |
Saving Throws Int +5, Wis +5
Skills Perception +8
Condition Immunities prone
Senses darkvision 120 ft., passive Perception 18
Languages Deep Speech, Undercommon, telepathy 600 ft.
Challenge 5 (1,800 XP)
Telepathic Hub. When the mindwitness receives a telepathic message, it can telepathically share that message with up to seven other creatures within 600 feet of it that it can see.
ACTIONS
- Multiattack. The mindwitness makes two attacks: one with its tentacles and one with its bite.
- Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 16 (4d6 + 2) piercing damage.
- Tentacles. Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 20 (4d8 + 2) psychic damage. If the target is Large or smaller, it is grappled (escape DC 13) and must succeed on a DC 13 Intelligence saving throw or be stunned until this grapple ends.
- Eye Rays. The mindwitness shoots three of the following magiccal eye rays at random (reroll duplicates), choosing one to three targets it can see within 120 feet of it:
- 1- Aversion Ray. The targeted creature must make a DC 13 Charisma saving throw. On a failed save, the target has disadvantage on attack rolls for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
- 2- Fear Ray. The targeted creature must succeed on a DC 13 Wisdom saving throw or be frightened for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
- 3- Psychic Ray. The target must succeed on a DC 13 Intelligence saving throw or take 27 (6d8) psychic damage.
- 4- Slowing Ray. The targeted creature must make a DC 13 Dexterity saving throw. On a failed save, the target’s speed is halved for 1 minute. In addition, the creature can’t take reactions, and it can take either an action or a bonus action on its turn but not both. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
- 5- Stunning Roy. The targeted creature must succeed on a DC 13 Constitution saving throw or be stunned for 1 minute. The target can repeat the saving throw at the start of each of its turns, ending the effect on itself on a success.
- 6- Telekinetic Ray. If the target is a creature, it must make a DC 13 Strength saving throw. On a failed save, the mindwitness moves it up to 30 feet in any direction, and it is restrained by the rays telekinetic grip until the start of the mindwitness’s next turn or until the mindwitness is incapacitated. If the target is an object weighing 300 pounds or less that isn’t being worn or carried, it is telekinetically moved up to 30 feet in any direction. The mindwitness can also exert fine control on objects with this ray, such as manipulating a simple tool or opening a door or a container.
5th Edition Advanced Mode
Limiting the power of a character and making the overall difficulty of the game harder, does not reduce the creativity, indeed it does quite the opposite.
The Game Master has the option to use any and all of the instances proposed in this guide, or just some of them according to their preference.
It is the lack of something that move and motivate characters, not the abundance of it
DESCRIPTION
A mindwitness is a bizarre and terrifying creature that combines the features of a beholder and a mind flayer. It has a spherical body covered with chitinous plates, a large central eye, and ten eyestalks that can project deadly rays of energy. It also has four long tentacles around its mouth, which it uses to grapple and devour the brains of its enemies. A mindwitness is about 8 feet in diameter and weighs about 500 pounds. Its skin is usually purple or blue, and its eyes are red or yellow. A mindwitness has a highly developed psionic ability, and can communicate telepathically with any creature that has a language. It can also create a network of telepathic links among multiple creatures within its range, allowing it to relay messages and commands from the elder brain or the mind flayer colony.
COMBAT
A mindwitness is a formidable opponent in combat, as it can use both its eye rays and its tentacles to attack. It can fly at a speed of 20 feet per round, and can hover in place without falling. It can also create an antimagic field around itself, which prevents any magic from affecting it or anything within 10 feet of it. A mindwitness can use three of its eye rays at random each round, choosing from the following options: charm ray, fear ray, slowing ray, enervation ray, telekinetic ray, sleep ray, petrification ray, disintegration ray, death ray, or domination ray. Each ray has a range of 120 feet and requires a saving throw to avoid or resist its effect. A mindwitness can also use its tentacles to grapple and bite a creature within 5 feet of it. If it succeeds, it can attempt to extract the creature’s brain as a bonus action, killing the creature instantly.
HABITAT / SOCIETY
A mindwitness is usually found in the Underdark, where it serves as a loyal minion of the mind flayer colony. It is created by inserting a mind flayer tadpole into the brain of a captured beholder, which then undergoes a process of ceremorphosis that transforms it into a hybrid creature. A mindwitness retains some of the personality and memories of the original beholder, but is completely subservient to the elder brain and the mind flayers. A mindwitness is often used as a scout, guard, or emissary for the colony, as it can explore dangerous areas, detect intruders, and communicate with other races. A mindwitness is also valued for its ability to create a psionic hub that connects multiple creatures telepathically, allowing the mind flayers to coordinate their actions and share information.
ECOLOGY
A mindwitness is a carnivorous creature that feeds on the brains of other living beings. It prefers intelligent prey, as their brains provide more nourishment and satisfaction. A mindwitness does not need to eat very often, as it can sustain itself with psionic energy from the elder brain or the colony. A mindwitness does not reproduce naturally, as it is an artificial creation of the mind flayers. However, some mindwitnesses have been known to escape or rebel against their masters, and seek out other beholders or mind flayers to infect with their tadpoles. This can result in new variants of mindwitnesses or other hybrid creatures. A mindwitness has few natural enemies, as most creatures fear or avoid it. However, it may encounter hostility from other beholders or aberrations that see it as an abomination or a rival.