Mind Shade (5e Creature)

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Mind Shade[edit]

Medium undead, chaotic evil


Armor Class 14 (natural armor)
Hit Points 139 (31d8)
Speed 0 ft., fly 30 ft.


STR DEX CON INT WIS CHA
14 (+2) 16 (+3) 10 (+0) 18 (+4) 16 (+3) 18 (+4)

Saving Throws Dex +7, Int +8, Wis +7, Cha +8
Skills Intimidation +8, Perception +7
Proficiency Bonus +4
Damage Vulnerabilities lightning, radiant
Damage Resistances acid, cold, fire, psychic, thunder
Damage Immunities bludgeoning, piercing, and slashing from nonmagical attacks
Condition Immunities charmed, exhaustion, frightened, grappled, paralyzed, petrified, poisoned, prone, restrained
Senses darkvision 60 ft., passive Perception 17
Languages Deep Speech, understands Undercommon and any languages it knew in life but can't speak them
Challenge 9 (5,000 XP)


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

Magic Weapons. The mind shade's weapon attacks are magical.

Psychic Regeneration. While attached to a creature, the mind shade regains 10 hit points at the start of its turn if it has at least 1 hit point.

Improved Damage Transfer. While attached to a creature, the mind shade transfers all bludgeoning, piercing and slashing damage to its host.

Sunlight Sensitivity. While in sunlight, the mind shade has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.

ACTIONS

Multiattack. The mind shade makes two attacks: one with its bite and one with its Distract.

Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 13 (2d10 + 2) piercing damage.

Distract. Melee Weapon Attack: +6 to hit, reach 30 ft., one target. Hit: 15 (2d10 + 4) necrotic damage and 11 (2d10) psychic damage. If the target is sentient, the mind shade attaches itself. While attached in this way, it is absorbed into the creature's mind where it automatically does 11 (2d10) psychic damage at the beginning of each of the mind shade's turns. The target can take an action to try and drive the mind shade out of its head with a successful DC 18 Intelligence saving throw. On a failed save, it remains attached and the target takes another 11 (2d10) psychic damage.

Moan. Each creature within 60 feet of the mind shade that can hear its moan and that isn't an aberration or undead must succeed on a DC 18 Wisdom saving throw or become frightened until the end of the mind shade's next turn. If a creature's saving throw is successful, the creature is immune to the mind shade's moan for the next 24 hours.

Phantasms (Recharges after a Short or Long Rest). The mind shade magically creates three illusory duplicates of itself if it isn't in bright light. The duplicates move with it and mimic its actions, shifting position so as to make it impossible to track which mind shade is the real one. If the mind shade is ever in an area of bright light, the duplicates disappear.
Whenever any creature targets the mind shade with an attack or a harmful spell while a duplicate remains, that creature rolls randomly to determine whether it targets the mind shade or one of the duplicates. A creature is unaffected by this magical effect if it can't see or if it relies on senses other than sight.
A duplicate has the mind shade's AC and uses its saving throws. If an attack hits a duplicate, or if a duplicate fails a saving throw against an effect that deals damage, the duplicate disappears.


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The mind shade is the result of illithid experimentation with cloakers. They managed to escape due to the misfortunes of an unfortunate adventurer in attempting to free all those who had been held captive by the said mind flayer. Mind shades continue to flock to dark areas where they reproduce by slowly torturing their host's minds until they are driven insane. Once their mind is shattered, it is recreated into another mind shade, resulting in multiple mind shade personalities. A mind shade looks similar to a cloaker in form though smaller and with more humanistic facial features.

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