15 (breastplate)
71 (13d8+13)
walk 30 ft.
Int +7, Wis +6, Cha +6
Arcana +7, Deception +6, Insight +6, Perception +6, Persuasion +6, Stealth +4
darkvision 120 ft.
Deep Speech, Undercommon, telepathy 120 ft.
8
The mind flayer has advantage on saving throws against spells and other magical effects.
The mind flayer is a 10th-level spellcaster. Its innate spellcasting ability is Intelligence (spell save DC 15; +7 to hit with spell attacks). It can innately cast the following spells, requiring no components: • At will: guidance, mage hand, vicious mockery, true strike, detect thoughts, levitate • 1/Day each: dominate monster, plane shift (self only) • 1st level (4 slots): charm person, command, comprehend languages, sanctuary • 2nd level (3 slots): crown of madness, phantasmal force, see invisibility • 3rd level (3 slots): clairvoyance, fear, meld into stone • 4th level (3 slots): confusion, stone shape • 5th level (2 slots): scrying, telekinesis
Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 15 (2d10 + 4) psychic damage. If the target is Medium or smaller, it is grappled (escape DC 15) and must succeed on a DC 15 Intelligence saving throw or be stunned until this grapple ends.
Melee Weapon Attack: +7 to hit, reach 5 ft., one incapacitated humanoid grappled by the mind flayer. The target takes 55 (10d10) piercing damage. If this damage reduces the target to 0 hit points, the mind flayer kills the target by extracting and devouring its brain.
The mind flayer magically emits psychic energy in a 60-foot cone. Each creature in that area must succeed on a DC 15 Intelligence saving throw or take 22 (4d8 + 4) psychic damage and be stunned for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.