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Vampire Mind Flayer
- STR
- 18 (+4)
- DEX
- 18 (+4)
- CON
- 18 (+4)
- INT
- 5 (-3)
- WIS
- 15 (+2)
- CHA
- 18 (+4)
The mind flayer can climb difficult surfaces, including along ceilings, without needing to make an ability check.
The mind flayer takes 20 Radiant damage if it starts its turn in sunlight. While in sunlight, it has Disadvantage on attack rolls and ability checks.
Actions
The mind flayer makes two Claw attacks, or one Claw attack and one Tentacles attack, and uses Mind Burst if available.
Melee Attack Roll: +7, reach 5 ft. Hit: 8 (1d8 + 4) Slashing damage plus 10 (3d6) Necrotic damage.
Melee Attack Roll: +7, reach 5 ft. Hit: 11 (2d6 + 4) Piercing damage. If the target is a Medium or smaller creature, it has the Grappled condition (escape DC 14).
Wisdom Saving Throw: DC 15, one creature the mind flayer has Grappled. Failure: 21 (6d6) Psychic damage, and the creature gains 1 Exhaustion level. The target's Hit Point maximum decreases by an amount equal to the Psychic damage taken, and the mind flayer regains Hit Points equal to that amount.
Intelligence Saving Throw: DC 15, each creature in a 30-foot Emanation originating from the mind flayer. Failure: The target has the Incapacitated condition and repeats the save at the end of each of its turns, ending the effect on itself on a success. After 1 minute, it succeeds automatically.
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Source: Ravenloft: The Horrors Within, p. 276 - Licenses and attribution