Vampiric Mind Flayer

Medium undead,

Armor Class

15 (natural armor)

Hit Points

85 (10d8 + 40)

Speed

walk 30 ft., climb 30 ft.

Saves

Dex +7, Int +0, Wis +5, Cha +7

Skills

Perception +5, Stealth +7

Damage Resistances

necrotic, psychic

Condition Immunities

charmed, exhaustion, frightened

Senses

darkvision 120 ft.

Languages

telepathy 120 ft. but can only project emotions

Challenge

5

Spider Climb

The mind flayer can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.

Sunlight Sensitivity

While in sunlight, the mind flayer has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.

Unusual Nature

The mind flayer doesn't require air, food, or sleep.

Actions

Multiattack

The mind flayer makes two Claw attacks or one Claw attack and one Tentacles attack.

Claw

Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit:8 (1d8 + 4) slashing damage plus 10 (3d6) necrotic damage.

Tentacles

Melee Weapon Attack: +7 to hit, reach 5 ft., one creature. Hit: 11 (1d6 + 4) piercing damage, and if the target is a creature, it is grappled (escape DC 15).

Drink Sapience

The mind flayer targets one creature it is grappling. The target must succeed on a DC 15 Wisdom saving throw or take 14 (4d6) psychic damage and gain 1 level of exhaustion. The mind flayer regains a number of hit points equal to the psychic damage dealt. A creature reduced to 0 hit points by the psychic damage dies.

Disrupt Psyche (Recharge 5–6) (Bonus Action)

The mind flayer magically emits psionic energy in a 30-foot-radius sphere centered on itself. Each creature in that area must succeed on a DC 15 Intelligence saving throw or be incapacitated for 1 minute. The incapacitated creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.