10
210 (20d12 + 80)
walk 30 ft.
Intelligence +12, Wisdom +10, Charisma +10
Arcana +12, Deception +10, Intimidation +10, Insight +10, Perception +10, Persuasion +10
psychic
charmed, prone
Blindsight 120 ft.
Can't speak but understands Common, Undercommon, Deep Speech, telepathy 120 ft.
14
The elder cortex's spellcasting ability is Intelligence (spell save DC 20, +12 to hit with spell attacks). It can innately cast the following spells, requiring no components: • At will: detect thoughts, modify memory, fly, sugestion, telekinesis • 1/Day each: dominate monster, mass suggestion, plane shift • 1/Day each (powered by the cortex pods): contagion, earthquake, fire storm, insect plague, spike growth, sunbeam
The elder cortex can sense the presence and location of any creature within 120 feet of it that has an Intelligence of 1 or higher, regardless of interposing barriers, unless the creature is protected by a mind blank spell. The elder cortex can detect if a creature has an Intelligence of 10 or higher.
If a creature fails a saving throw against a detect thoughts spell cast by the elder cortex, for the duration of the spell, the elder cortex can't be surprised by the creature and has advantage on attack rolls, ability checks, and saving throws made against the creature. Additionally, the target creature has disadvantage on attack rolls, ability checks, and saving throws against the elder cortex for the duration of the detect thoughts spell.
If the elder cortex fails a saving throw, it can choose to succeed instead
The elder cortex has advantage on saving throws against spells and other magical effects
If a creature communicates telepathically with the elder cortex, the elder cortex learns the creature's greatest desires if the elder cortex can see the creature.
The elder cortex makes three tentacle attacks.
Melee Weapon Attack: +10 to hit, reach 30 ft., one target. Hit: 15 (3d6 + 5) bludgeoning damage, and the target is grappled (escape DC 15). Until this grapple ends, the target is restrained. The elder cortex has six tentacles, each of which can grapple one target.
The elder cortex can target a creature within 120 feet and force it to make a DC 20 Intelligence saving throw. On a failed save, the target creature's Intelligence score is reduced by 1d6. The target dies if this reduces its Intelligence to 0. Otherwise, the reduction lasts until the target finishes a short or long rest. For each 1 point of Intelligence reduced this way, the elder cortex regains 10 hit points.
Each creature in a 60-foot cone must make a DC 20 Wisdom saving throw. A creature takes 45 (10d8) psychic damage on a failed save, or half as much damage on a successful one
The elder cortex makes a tentacle attack.
The elder cortex casts the detect thoughts spell.
The elder cortex emanates a psychic aura that causes an intense headache to creatures with an Intelligence score of 3 or higher. All creatures within a 60 feet radius must make a DC 20 Wisdom saving throw. On a failed save, the creature gains disadvantage on ability checks and attack rolls until the end of its next turn. Spellcasters who maintain concentration on a spell, must make a DC 10 Constitution saving throw to maintain their concentration