Intellect Snare

Small aberration, typically neutral evil

Armor Class

14

Hit Points

99 (18d6 + 36)

Speed

0 ft., fly 45 ft.(hover)

Saves

wis +6, cha +3, int +9

Damage Immunities

psychic

Condition Immunities

blinded, charmed, frightened, prone

Senses

blindsight 120 ft. (can't see beyond this radius)

Languages

Deep Speech, telepathy 120 ft.

Challenge

8

Proficiency Bonus

+3

Cacophony of Minds

Any creature that starts its turn within 30 feet of the intellect snare must succeed on a DC 17 Wisdom saving throw or have the incapacitated condition for 1 minute. An incapacitated creature can repeat the saving throw at the start of each of its turns, ending the effect on itself on a success. A creature that succeeds on the saving throw is immune to this intellect snare's Cacophony of Minds for 24 hours.

Magic Resistance

The intellect snare has advantage on saving throws against spells and other magical effects.

Actions

Multiattack

The intellect snare makes two Tentacle attacks.

Tentacle

Melee Weapon Attack: +9 to hit, reach 15 ft., one target. Hit: 10 (1d8 + 6) force damage, and if the target is a Medium or smaller creature, the target has the grappled condition (escape DC 17).

Siphon Thoughts (Bonus Action)

The intellect snare targets one creature it is grappling. The target must make a DC 17 Intelligence saving throw, taking 21 (6d6) psychic damage on a failed save, or half as much damage on a successful one. The intellect snare then regains a number of hit points equal to the amount of damage taken.