The Intellect (5e Creature)
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Variable size aberration, neutral
Skills Arcana +18, Deception +18, History +18, Intimidation +18, Insight +18, Medicine +18, Nature +18, Performance +18, Persuasion +18, Religion +18, Survival +18
All Knowing. Due to its knowledge of everything the intellect has advantage on all Intelligence, Wisdom and Charisma checks made to understand objects or creatures or made to interact with creatures in ways that cant harm anyone physically. It can three times per day get an additional +10 to a check that it has advantage on.
Supreme Mind. The intellect can talk to any number of creature using telepathy at once and can also allow other creatures to talk telepathically with any number of other creatures. It also ads its Intelligence bonus to its materials (See Immaterial Form) armor class and can twice per day reduce any damage a creature or object would take except for necrotic and radiant damage by 65 (10d10 + 10) points of damage.
Immaterial Form. The intellect is immaterial and is therefor allways invisible and can each turn choose the size of its aura wich acts as its size for determining ranges and if it is within range of attacks. Effects that reveal invisible creaturess will show the intillects aura as a shimmering coloured fog. The intellect can posess objects as a bonus action to make them its body. When it does so all its statistics except for Strength, Constitution, Dexterity, armor class, size and speed wich changes into those of the object. It will also gain temporary hit points equal to the hit points of the object. When the temporary hit points run out or when the intellect chooses to the object is destroyed and the intellect reverts to its immaterial form. The intellect is bound to a large crystal, diamond or piece of platinium wich has 35 (10d6) hit points, amor class 30 (Intelligence bonus included) and immunity to all damage except for bludgeon, piercing and slashing damage caused by artifacts, legendary magic items or 7th+ level spells. If this object is destroyed the intellect dies.
Innate Spellcasting (Psionics). The intellects innate spellcasting ability is Intelligence (spell save DC 26, +18 to hit with spell attacks, +18 in spellcasting ability). It can innately cast the following spells, requiring no components:
Intimdating Knowledge. Target creature within range of the intellects telepathy must succeed on a Wisdom save against the intellects Charisma (Intimidation) or become charmed by the intellect for 5 years. The intellect can use its all knowing trait with this action.
The intellects are gods, older than the universe itself, that has be'n fogotten and transformed into all knowing demigods who serves the gods or demon lords.