INTELLECT DEVOURER
Tiny aberration, lawful evil
Armor Class 12
Hit Points 21 (6d4 + 6)
Speed 40ft.
STR - 6 (- 2), DEX - 14 (+2), CON - 13 (+1), INT - 12 (+1),
WIS - 11 (+0), CHA - 10 (+0)
Skills Perception +2, Stealth +4
Damage Resistances bludgeoning, piercing, and sl ashing from non
magical weapons
Condition Immunities blinded
Senses blindsight 60ft. (blind beyond this radius), passive
Perception 12
languages understands Deep Speech but can 't speak,
telepathy 60ft.
Challenge 2 (450 XP)
Detect Sentience. The intellect devourer can sense the presence and
location of any creature within 300 feet of it that has an
Intelligence of 3 or higher, regardless of interposing barriers,
unless the creature is protected by a mind blank spell.
Multiattack. The intellect devourer makes one attack with its
claws and uses Devour Intellect.
INTELLECT DEVOURER
An intellect devourer resembles a walking brain protected by a
crusty covering and set on bestial clawed legs. This foul aberration
feeds on the intelligence of sentient creatures, taking over a
victim's body on behalf of its mind ftayer masters.
1/lithid Creations. Mind ftayers breed intellect devourers to serve
as roaming hunters of the Underdark, creating an intellect devourer
by taking the brain of a thrall and subjecting it to a horrible
ritual. As it sprouts legs, the brain becomes an intelligent
predator as twisted and evil as its masters.
Deadly Puppet Masters. An intellect devourer consumes a creature's
mind and memories, then turns the host body into a puppet under its
control. An intellect devourer typically uses its puppet host to
lure others into the domain of the mind flayers to be enthralled or
consumed.
Claws. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit:
7 (2d4 + 2) slashing damage.
Devour Intellect. The intellect devourer targets one creature it can
see within 10 feet of it that has a brain. The target must succeed
on a DC 12 Intelligence saving throw aga inst this magic or take 11
(2d10) psychic damage. Also on a failure, roll3d6: If the total
equals or exceeds the target's Intelligence score, that score is
reduced to 0. The target is stunned until it regains at least one
point of Intelligence.
Body Thief. The intellect devourer initiates an Intelligence contest
with an incapacitated humanoid within 5 feet of it. If it wins the
contest, the intellect devourer magically consumes the target's
brain, teleports into the target's skull, and takes control of the
target's body. While inside a creature, the intellect devourer has
total cover against attacks and other effects originating outs ide
its host. The intellect devourer retains its Intelligence, Wisdom,
and Charisma scores, as well as its understanding of Deep Speech,
its telepathy, and its traits. It otherwise adopts the target's
statistics. It knows everything the creature knew, including spel ls
and languages.
If the host body drops to 0 hit points, the intellect devourer must
leave it. A protection from evil and good spell cast on the body
drives the intellect devourer out. The intellect devourer is also
forced out if the target regains its devoured brain by means of a
wish. By spending 5 feet of its movement, the intellect devourer can
voluntarily leave the body, teleporting to the nearest unoccupied
space within 5 feet of it. The body then dies, unless its brain is
restored within 1 round.