Small aberration, Unaligned
| Armor Class | 8 |
|---|---|
| Hit Points | 10 (3d6) |
| Speed | 15 ft. |
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 4 (-3) | 7 (-2) | 10 (+0) | 4 (-3) | 10 (+0) | 3 (-4) |
| Saving Throws | — |
|---|---|
| Skills | — |
| Damage Vulnerabilities | — |
| Damage Resistances | — |
| Damage Immunities | — |
| Condition Immunities | — |
| Senses | darkvision 60 ft., passive Perception 10 |
| Languages | understands Deep Speech and Gnomish but can't speak, telepathy 60 ft. |
| Challenge | 1/2 |
The squidling has advantage on saving throws against spells and other magical effects.
Melee Attack Roll: +0 to hit, reach 5 ft., one creature. Hit: 5 (2d4) psychic damage. If the target is Medium or smaller, it is grappled (escape DC 7) and must succeed on a DC 7 Intelligence saving throw or be stunned until this grapple ends.
Melee Attack Roll: +0 to hit, reach 5 ft., one incapacitated creature grappled by the squidling. Hit: 27 (5d10) piercing damage. If this damage reduces the target to 0 hit points, the squidling kills the target by extracting and devouring its brain.
The squidling magically emits psychic energy in a 30-foot cone. Each creature in that area must succeed on a DC 7 Intelligence saving throw or take 2 (1d4) psychic damage and be stunned until the end of its next turn.
The squidling's innate spellcasting ability is Intelligence (spell save DC 7). It can innately cast levitate at will, requiring no components.
At will: levitate