Tiny aberration, Lawful Evil
| Armor Class | 12 |
|---|---|
| Hit Points | 21 (6d4 + 6) |
| Speed | 40 ft. |
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 6 (-2) | 14 (+2) | 13 (+1) | 12 (+1) | 11 (+0) | 10 (+0) |
| Saving Throws | — |
|---|---|
| Skills | Perception +2, Stealth +4 |
| Damage Vulnerabilities | — |
| Damage Resistances | bludgeoning, piercing, slashing from nonmagical attacks |
| Damage Immunities | — |
| Condition Immunities | blinded |
| Senses | blindsight 60 ft. (blind beyond this radius), passive Perception 12 |
| Languages | understands Deep Speech but can't speak, telepathy 60 ft. |
| Challenge | 2 |
The intellect devourer can sense the presence and location of any creature within 300 feet of it that has an Intelligence of 3 or higher, regardless of interposing barriers, unless the creature is protected by a mind blank spell.
The intellect devourer makes one attack with its claws and uses Devour Intellect.
Melee Attack Roll: +4 to hit, reach 5 ft., one target. Hit: 7 (2d4 + 2) slashing damage.
The intellect devourer targets one creature it can see within 10 feet of it that has a brain. The target must succeed on a DC 12 Intelligence saving throw against this magic or take 11 (2d10) psychic damage. Also on a failure, roll 3d6: If the total equals or exceeds the target's Intelligence score, that score is reduced to 0. The target is stunned until it regains at least one point of Intelligence.
The intellect devourer initiates an Intelligence contest with an incapacitated humanoid within 5 feet of it that isn't protected by protection from evil and good. If it wins the contest, the intellect devourer magically consumes the target's brain, teleports into the target's skull, and takes control of the target's body. While inside a creature, the intellect devourer has Cover against attacks and other effects originating outside its host. The intellect devourer retains its Intelligence, Wisdom, and Charisma scores, as well as its understanding of Deep Speech, its telepathy, and its traits. It otherwise adopts the target's statistics. It knows everything the creature knew, including spells and languages.
If the host body dies, the intellect devourer must leave it. A protection from evil and good spell cast on the body drives the intellect devourer out. The intellect devourer is also forced out if the target regains its devoured brain by means of a wish. By spending 5 feet of its movement, the intellect devourer can voluntarily leave the body, teleporting to the nearest unoccupied space within 5 feet of it. The body then dies, unless its brain is restored within 1 round.
Tiny aberration, Lawful Evil
| Armor Class | 12 |
|---|---|
| Hit Points | 28 (8d4 + 8) |
| Speed | 40 ft. |
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 6 (-2) | 14 (+2) | 13 (+1) | 14 (+2) | 11 (+0) | 10 (+0) |
| Saving Throws | — |
|---|---|
| Skills | Perception +2, Stealth +4 |
| Damage Vulnerabilities | — |
| Damage Resistances | psychic |
| Damage Immunities | — |
| Condition Immunities | — |
| Senses | Blindsight 60 ft., passive Perception 12 |
| Languages | understands Deep Speech but can't speak; telepathy 60 ft. |
| Challenge | 2 |
The intellect devourer magically senses the location of any creature within 300 feet of itself that has an Intelligence score of 3 or higher, regardless of interposing barriers.
The intellect devourer makes one Claw attack and uses Devour Intellect.
Melee Attack Roll: +4, reach 5 ft. Hit: 7 (2d4 + 2) Slashing damage.
int DC 12, one creature the intellect devourer can see within 5 feet. Failure: 11 (2d10) Psychic damage, and the target has the Stunned condition until the end of the intellect devourer's next turn.
int DC 12, one Small or Medium creature within 5 feet that has the Incapacitated condition, is a Humanoid or Beast, and has 10 Hit Points or fewer. Failure: The intellect devourer possesses the target, consumes its brain, and teleports inside its skull. While there, the intellect devourer has Cover against attacks and other effects originating outside its host. The intellect devourer retains its Intelligence, Wisdom, and Charisma scores; its understanding of Deep Speech; its telepathy; and its Detect Intelligence trait. It otherwise adopts the target's game statistics. It knows everything the target knew, including spells and languages.
If the host body dies, the intellect devourer must leave it. The intellect devourer is also forced out if the target regains its devoured brain by means of a Wish spell. By spending 5 feet of its movement, the intellect devourer can voluntarily leave the body, teleporting to the nearest unoccupied space within 5 feet of it. The body then dies unless its brain is restored before the end of the intellect devourer's next turn.