Builder’s Gate

Updated 2026-09-27

한국어

Monster Codex

Rank unconfirmedMind Flayer · Act unconfirmed

Mind Flayer

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Hit points · HP
150
Armour class · AC
11
Level
1
Difficulty
Strength
13+1
Dexterity
12+1
Constitution
14+2
Intelligence
20+5
Wisdom
18+4
Charisma
18+4

Attacks and skills 22

Levitate
Float effortlessly to a destination.
18m
Movement Speed 4
Fly
Fly to a target position.
18m
Movement Speed
Strengthened Force Tunnel
Charge forward, pushing all objects and creatures in your path 12m away from you.
12m
Bonus Action
Possible damage typesForce
Dash
Cover more distance this turn: double your movement speed.
Action
Disengage
Retreat safely: moving won't provoke Opportunity Attacks.
Action
Hide
Hide from enemies by succeeding Stealth checks. Stick to the dark and avoid enemy sightlines. Attacking or casting a spell will reveal your location.
Action
Karsus' Compulsion
Level 9 spell
Channel the stones' magic to control the Crown of Karsus and dominate the Netherbrain.

The caster must channel this spell until their next turn for it to take effect.
6m
Action
Extract Brain
Try to extract the brain of a Stunned or Unconscious creature.
1.5m
Action
Possible damage typesPiercing
Help
Help up Downed characters, or remove Burning, Ensnared, Entangled, Enwebbed, Prone, and Sleeping.
1.5m
Action
Synaptic Consumption
Devour your foe, lowering all of their Ability Scores initially by 5, and by 1 each subsequent turn. Additionally, you regain 2d10 per turn. This lasts for 5 turns, after which the target is left Prone.
9m Intelligence saving throw
Action
Nebulous Black Hole
Create a point of intense gravity that pulls in all nearby enemies and possibly Slows them.
18m Intelligence saving throw
Action
Potent Concentrated Blast
Blast a creature with sapping psychic energy. If the target was concentrating on a spell, you heal equal to the damage dealt.
9m
Action
Possible damage typesPsychic
Mind Sanctuary
Sculpt a magical nexus that allows those within to take actions and bonus actions interchangeably.
9m
Action
Fierce Perilous Stakes
Grant an ally an additional 15 Psychic damage, healing 2d8 when they attack. They score a Critical Hit when they roll a 15 or higher. They become Vulnerable to all damage for the duration of this effect.
9m Intelligence saving throw
Action
Augmented Shield of Thralls
Conjure a volatile shield that grants the target 25. If these temporary hit points are lost, the shield bursts and Stuns nearby foes.
9m
Action
Shove
Try to push a target away. Your chances depend on your Athletics, and are higher if you're hidden or invisible.
1.5m
Bonus Action
Fracture Psyche
Invade a target's mind and disrupt its defences. The target's Armour Class is reduced by 1.
9m Intelligence saving throw
Action
Tentacle Whip
Lash out with your tentacles and possibly Stun your target.
1.5m
Action
Possible damage typesPsychic
Improvised Melee Weapon
Pick up an item or creature and use it to make a melee attack.
1.5m
Action
Possible damage typesBludgeoning
Throw
Throw a character or item from the world or your inventory.
Action
Possible damage typesBludgeoningAcidColdFireLightningThunder
Mind Blast
Spew forth a conical wave of psychic energy and possibly Stun targets within.
Intelligence saving throw
Action
Possible damage typesPsychic
Mind Blast
Spew forth a conical wave of psychic energy and possibly Stun targets within.
Intelligence saving throw
Action
Possible damage typesPsychic

Traits 3

Opportunity Attack

Automatically attack an enemy moving out of your reach.

Magic Resistance

Has Advantage on Saving Throws against spells and other magical effects.

Darkness Rules

No game description available.
Statistics and references

Parentheses show changes from Balanced. HP applies initial and difficulty effects to the game base value; combat scripts and conditional effects can change it.