Vampire Mind Flayer

Medium Undead, Chaotic Evil
RHW

AC 15

HP 85 (10d8 + 40)

Speed 30 ft., climb 30 ft.

STR

18 (+4)

Save +4

DEX

18 (+4)

Save +7

CON

18 (+4)

Save +4

INT

5 (-3)

Save -3

WIS

15 (+2)

Save +5

CHA

18 (+4)

Save +7

Saving Throws DEX +7, WIS +5, CHA +7

Skills Perception +5, Stealth +7

Resistances Necrotic; Psychic

Immunities Poison

Condition Immunities Charmed, Exhaustion, Frightened, Poisoned

Senses Darkvision 120 ft., Passive Perception 15

Languages understands Deep Speech but can't speak

CR 5

Traits

Spider Climb. The mind flayer can climb difficult surfaces, including along ceilings, without needing to make an ability check.

Sunlight Hypersensitivity. The mind flayer takes 20 Radiant damage if it starts its turn in sunlight. While in sunlight, it has Disadvantage on attack rolls and ability checks.

Actions

Multiattack. The mind flayer makes two Claw attacks, or one Claw attack and one Tentacles attack, and uses Mind Burst if available.

Claw. Melee Attack Roll: +7, reach 5 ft. Hit: 8 (1d8 + 4) Slashing damage plus 10 (3d6) Necrotic damage.

Tentacles. Melee Attack Roll: +7, reach 5 ft. Hit: 11 (2d6 + 4) Piercing damage. If the target is a Medium or smaller creature, it has the Grappled condition (escape 14).

Drink Sapience. wis 15, one creature the mind flayer has Grappled. Failure: 21 (6d6) Psychic damage, and the creature gains 1 Exhaustion level. The target's Hit Point maximum decreases by an amount equal to the Psychic damage taken, and the mind flayer regains Hit Points equal to that amount.

Mind Burst (Recharge 5+). int 15, each creature in a 30-foot Emanation originating from the mind flayer. Failure: The target has the Incapacitated condition and repeats the save at the end of each of its turns, ending the effect on itself on a success. After 1 minute, it succeeds automatically.