14
99 (18d6 + 36)
0 ft., fly 45 ft.(hover)
wis +6, cha +3, int +9
psychic
blinded, charmed, frightened, prone
blindsight 120 ft. (can't see beyond this radius)
Deep Speech, telepathy 120 ft.
8
+3
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.
The intellect snare has advantage on saving throws against spells and other magical effects.
The intellect snare makes two Tentacle attacks.
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).
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.