Party level: to



Change class color:
Back to default color


Show pictures:



Sorry guys, I need to pay server's bills.
=_=
Download PDF
Liked it?
Support on Boosty

Support on Patreon


Contacts:
if you have any ideas, email me

if you want to help me, you can donate :3

Share your spellbook:
In Tobolar we trust!
Last monsters:
What do you think?
http://beta.hardcodex.ru :3

Intellect Devourer

Intellect Devourer tiny aberration, Loot Value 5, lawful evil CR 1/2 100 xp

  • Armor class 11 (Natural)
  • Hit points 3 (1d4+0)
  • Speed 40 ft
  • STR5 (-3)
  • DEX12 (+1)
  • CON11 (0)
  • INT10 (0)
  • WIS9 (-1)
  • CHA9 (-1)

Skills:Stealth +3, Perception +1,

Damage Resistances:NM Physical

Senses:Blindsight 60 ft (Blind beyond this radius), Psv Per 11
Social: Bluff DC 8, Bribe DC 12, 3gp
Utility: Carry 19lbs., Push 38lbs.

Languages:Deep Speech, TelepathyFALSE-1

Challenge:CR 1/2 (100 xp)

Detect Sentience. The Intellect Devourer can sense the presence and location of any creature within 300 ft of it that has an Intelligence score of 3 or higher, regardless of interposing barriers, unless the creature is protected by a mind blank spell.

Pack Tactics. The ape has advantage on attacks against any creature within 5ft of an ally.

Actions

Claws. Natural Weapon. +3 to hit.
Hit. 4 (1d4+1) Slashing damage.
Dispelling Bite. In lieu of another attack or Devour Intellect, as reaction after Claws hit. The creature can cause spells of Level 2 or lower to be dispelled, and can make an Intelligence check for higher level spells. Once a check fails, the effect ends.

Devour Intellect. A Protection from Evil and Good spell denies use of this ability, and can drive the parasite out of a host.
The monster targets one creature it can see within 10 ft of it that has a brain. The target must succeed on a DC 10 INT save or take 6 (2d10) psychic damage.
Also on a failure, roll 3d6+2: If the total equals or exceeds the target's Intelligence, the Devourer is teleported inot the creature's mind and the symbiote is subjected to either Dominate Person (L2) or Feeblemind (L2) until the parasite is removed.
The host body is stunned until it makes a DC 10 CON save as the parasite learns to operate its new body.

After taking over, the parasite knows everything the host knew, including spells, languages, and class features.
The host may attempt to reject the parasite up to three times by repeating the INT check as an action. However, after the third failure, they can no longer resist.
If the host body drops to 0 hit points, the parasite is teleported to a space within 5ft with 2hp.
The intellect devourer may be forced out if the host is subjected to Psychic damage, forcing the parasite to make a CON save vs half the damage. By spending 20ft of its movement, the intellect devourer can voluntarily leave the body, teleporting to the nearest unoccupied space within 5 ft of it.

Life Drain. Melee Spell Attack: +2 to hit.
Hit. 3 (1d4+0) Psychic damage.
The target must succeed on a DC 10 INT Save or have its hit point maximum is reduced by an amount equal to the damage taken.
This reduction lasts until the victim finishes a long rest.
If this effect reduces the victim's HP Max to 0, they fully die, and their corpse is cursed and cannot be resurrected while the parasite lives.

Intellect Devourer

Intellect Devourer tiny aberration, Loot Value 6, lawful evil CR 1 200 xp

  • Armor class 11 (Natural)
  • Hit points 7 (2d4+2)
  • Speed 40 ft
  • STR5 (-3)
  • DEX13 (+1)
  • CON12 (+1)
  • INT10 (0)
  • WIS10 (0)
  • CHA9 (-1)

Skills:Stealth +3, Perception +2,

Damage Resistances:NM Physical

Senses:Blindsight 60 ft (Blind beyond this radius), Psv Per 12
Social: Bluff DC 9, Bribe DC 13, 3gp
Utility: Carry 19lbs., Push 38lbs.

Languages:Deep Speech, TelepathyFALSE-1

Challenge:CR 1 (200 xp)

Detect Sentience. The Intellect Devourer can sense the presence and location of any creature within 300 ft of it that has an Intelligence score of 3 or higher, regardless of interposing barriers, unless the creature is protected by a mind blank spell.

Pack Tactics. The ape has advantage on attacks against any creature within 5ft of an ally.

Actions

Claws. Natural Weapon. +3 to hit.
Hit. 4 (1d4+1) Slashing damage.
Dispelling Bite. In lieu of another attack or Devour Intellect, as reaction after Claws hit. The creature can cause spells of Level 2 or lower to be dispelled, and can make an Intelligence check for higher level spells. Once a check fails, the effect ends.

Devour Intellect. A Protection from Evil and Good spell denies use of this ability, and can drive the parasite out of a host.
The monster targets one creature it can see within 10 ft of it that has a brain. The target must succeed on a DC 10 INT save or take 6 (2d10) psychic damage.
Also on a failure, roll 3d6+2: If the total equals or exceeds the target's Intelligence, the Devourer is teleported inot the creature's mind and the symbiote is subjected to either Dominate Person (L2) or Feeblemind (L2) until the parasite is removed.
The host body is stunned until it makes a DC 10 CON save as the parasite learns to operate its new body.

After taking over, the parasite knows everything the host knew, including spells, languages, and class features.
The host may attempt to reject the parasite up to three times by repeating the INT check as an action. However, after the third failure, they can no longer resist.
If the host body drops to 0 hit points, the parasite is teleported to a space within 5ft with 4hp.
The intellect devourer may be forced out if the host is subjected to Psychic damage, forcing the parasite to make a CON save vs half the damage. By spending 20ft of its movement, the intellect devourer can voluntarily leave the body, teleporting to the nearest unoccupied space within 5 ft of it.

Life Drain. Melee Spell Attack: +2 to hit.
Hit. 3 (1d4+0) Psychic damage.
The target must succeed on a DC 10 INT Save or have its hit point maximum is reduced by an amount equal to the damage taken.
This reduction lasts until the victim finishes a long rest.
If this effect reduces the victim's HP Max to 0, they fully die, and their corpse is cursed and cannot be resurrected while the parasite lives.

Intellect Devourer

Intellect Devourer tiny aberration, Loot Value 7, lawful evil CR 2 450 xp

  • Armor class 13 (Natural+1)
  • Hit points 21 (6d4+6)
  • Speed 40 ft
  • STR6 (-2)
  • DEX14 (+2)
  • CON13 (+1)
  • INT12 (+1)
  • WIS11 (0)
  • CHA10 (0)

Save Throws:INT +4,

Skills:Stealth +5, Perception +3,

Damage Resistances:NM Physical

Senses:Blindsight 60 ft (Blind beyond this radius), Psv Per 13
Social: Bluff DC 10, Bribe DC 16, 4gp
Utility: Carry 23lbs., Push 45lbs.

Languages:Deep Speech, TelepathyFALSE0

Challenge:CR 2 (450 xp)

Detect Sentience. The Intellect Devourer can sense the presence and location of any creature within 300 ft of it that has an Intelligence score of 3 or higher, regardless of interposing barriers, unless the creature is protected by a mind blank spell.

Actions

Multiattack. The creature makes 1 attack with its claws and uses Devour Intellect.

Claws. Natural Weapon. +5 to hit.
Hit. 7 (2d4+2) Slashing damage.

Devour Intellect. A Protection from Evil and Good spell denies use of this ability, and can drive the parasite out of a host.
The monster targets one creature it can see within 15 ft of it that has a brain. The target must succeed on a DC 12 INT save or take 11 (3d10) psychic damage.
Also on a failure, roll 3d6+3: If the total equals or exceeds the target's Intelligence, the Devourer is teleported inot the creature's mind and the symbiote is subjected to either Dominate Person (L3) or Feeblemind (L3) until the parasite is removed.
The host body is stunned until it makes a DC 12 CON save as the parasite learns to operate its new body.

After taking over, the parasite knows everything the host knew, including spells, languages, and class features.
The host may attempt to reject the parasite up to three times by repeating the INT check as an action. However, after the third failure, they can no longer resist.
If the host body drops to 0 hit points, the parasite is teleported to a space within 5ft with 11hp.
The intellect devourer may be forced out if the host is subjected to Psychic damage, forcing the parasite to make a CON save vs half the damage. By spending 20ft of its movement, the intellect devourer can voluntarily leave the body, teleporting to the nearest unoccupied space within 5 ft of it.

Life Drain. Melee Spell Attack: +4 to hit.
Hit. 8 (2d6+1) Psychic damage.
The target must succeed on a DC 12 INT Save or have its hit point maximum is reduced by an amount equal to the damage taken.
This reduction lasts until the victim finishes a long rest.
If this effect reduces the victim's HP Max to 0, they fully die, and their corpse is cursed and cannot be resurrected while the parasite lives.

Intellect Devourer

Intellect Devourer tiny aberration, Loot Value 8, lawful evil CR 3 700 xp

  • Armor class 12 (Natural)
  • Hit points 32 (9d4+9)
  • Speed 40 ft
  • STR6 (-2)
  • DEX14 (+2)
  • CON13 (+1)
  • INT14 (+2)
  • WIS11 (0)
  • CHA10 (0)

Skills:Stealth +4, Perception +2,

Damage Resistances:NM Physical

Senses:Blindsight 60 ft (Blind beyond this radius), Psv Per 12
Social: Bluff DC 10, Bribe DC 14, 5gp
Utility: Carry 23lbs., Push 45lbs.

Languages:Deep Speech, TelepathyFALSE1

Challenge:CR 3 (700 xp)

Detect Sentience. The Intellect Devourer can sense the presence and location of any creature within 300 ft of it that has an Intelligence score of 3 or higher, regardless of interposing barriers, unless the creature is protected by a mind blank spell.

Pack Tactics. The ape has advantage on attacks against any creature within 5ft of an ally.

Actions

Multiattack. The creature makes 1 attack with its claws and uses Devour Intellect.

Claws. Natural Weapon. +4 to hit.
Hit. 9 (2d6+2) Slashing damage.

Devour Intellect. A Protection from Evil and Good spell denies use of this ability, and can drive the parasite out of a host.
The monster targets one creature it can see within 10 ft of it that has a brain. The target must succeed on a DC 12 INT save or take 11 (2d10) psychic damage.
Also on a failure, roll 3d6+2: If the total equals or exceeds the target's Intelligence, the Devourer is teleported inot the creature's mind and the symbiote is subjected to either Dominate Person (L2) or Feeblemind (L2) until the parasite is removed.
The host body is stunned until it makes a DC 12 CON save as the parasite learns to operate its new body.

After taking over, the parasite knows everything the host knew, including spells, languages, and class features.
The host may attempt to reject the parasite up to three times by repeating the INT check as an action. However, after the third failure, they can no longer resist.
If the host body drops to 0 hit points, the parasite is teleported to a space within 5ft with 16hp.
The intellect devourer may be forced out if the host is subjected to Psychic damage, forcing the parasite to make a CON save vs half the damage. By spending 20ft of its movement, the intellect devourer can voluntarily leave the body, teleporting to the nearest unoccupied space within 5 ft of it.

Life Drain. Melee Spell Attack: +4 to hit.
Hit. 11 (2d8+2) Psychic damage.
The target must succeed on a DC 12 INT Save or have its hit point maximum is reduced by an amount equal to the damage taken.
This reduction lasts until the victim finishes a long rest.
If this effect reduces the victim's HP Max to 0, they fully die, and their corpse is cursed and cannot be resurrected while the parasite lives.

Intellect Devourer

Intellect Devourer tiny aberration, Loot Value 10, lawful evil CR 4 1,100 xp

  • Armor class 12 (Natural)
  • Hit points 45 (10d4+20)
  • Speed 40 ft
  • STR6 (-2)
  • DEX15 (+2)
  • CON14 (+2)
  • INT15 (+2)
  • WIS12 (+1)
  • CHA10 (0)

Skills:Stealth +4, Perception +3,

Damage Resistances:NM Physical

Senses:Blindsight 60 ft (Blind beyond this radius), Psv Per 13
Social: Bluff DC 11, Bribe DC 15, 6gp
Utility: Carry 23lbs., Push 45lbs.

Languages:Deep Speech, TelepathyFALSE1

Challenge:CR 4 (1,100 xp)

Detect Sentience. The Intellect Devourer can sense the presence and location of any creature within 300 ft of it that has an Intelligence score of 3 or higher, regardless of interposing barriers, unless the creature is protected by a mind blank spell.

Pack Tactics. The ape has advantage on attacks against any creature within 5ft of an ally.

Actions

Multiattack. The creature makes 1 attack with its claws and uses Devour Intellect.

Claws. Natural Weapon. +4 to hit.
Hit. 9 (2d6+2) Slashing damage.
Dispelling Bite. In lieu of another attack or Devour Intellect, as reaction after Claws hit. The creature can cause spells of Level 2 or lower to be dispelled, and can make an Intelligence check for higher level spells. Once a check fails, the effect ends.

Devour Intellect. A Protection from Evil and Good spell denies use of this ability, and can drive the parasite out of a host.
The monster targets one creature it can see within 10 ft of it that has a brain. The target must succeed on a DC 12 INT save or take 11 (2d10) psychic damage.
Also on a failure, roll 3d6+2: If the total equals or exceeds the target's Intelligence, the Devourer is teleported inot the creature's mind and the symbiote is subjected to either Dominate Person (L2) or Feeblemind (L2) until the parasite is removed.
The host body is stunned until it makes a DC 12 CON save as the parasite learns to operate its new body.

After taking over, the parasite knows everything the host knew, including spells, languages, and class features.
The host may attempt to reject the parasite up to three times by repeating the INT check as an action. However, after the third failure, they can no longer resist.
If the host body drops to 0 hit points, the parasite is teleported to a space within 5ft with 23hp.
The intellect devourer may be forced out if the host is subjected to Psychic damage, forcing the parasite to make a CON save vs half the damage. By spending 20ft of its movement, the intellect devourer can voluntarily leave the body, teleporting to the nearest unoccupied space within 5 ft of it.

Life Drain. Melee Spell Attack: +4 to hit.
Hit. 11 (2d8+2) Psychic damage.
The target must succeed on a DC 12 INT Save or have its hit point maximum is reduced by an amount equal to the damage taken.
This reduction lasts until the victim finishes a long rest.
If this effect reduces the victim's HP Max to 0, they fully die, and their corpse is cursed and cannot be resurrected while the parasite lives.

Intellect Devourer

Intellect Devourer tiny aberration, Loot Value 25, lawful evil CR 5 1,800 xp

  • Armor class 13 (Natural+1)
  • Hit points 54 (12d4+24)
  • Speed 40 ft
  • STR7 (-2)
  • DEX15 (+2)
  • CON14 (+2)
  • INT17 (+3)
  • WIS12 (+1)
  • CHA11 (0)

Save Throws:INT +6,

Skills:Stealth +5, History +6, Investigation +6, Nature +6, Percep. +4,

Damage Resistances:NM Physical

Senses:Blindsight 60 ft (Blind beyond this radius), Psv Per 14
Social: Bluff DC 11, Bribe DC 17, 15gp
Utility: Carry 26lbs., Push 53lbs.

Languages:Deep Speech, Telepathy, Any 2

Challenge:CR 5 (1,800 xp)

Detect Sentience. The Intellect Devourer can sense the presence and location of any creature within 300 ft of it that has an Intelligence score of 3 or higher, regardless of interposing barriers, unless the creature is protected by a mind blank spell.

Pack Tactics. The ape has advantage on attacks against any creature within 5ft of an ally.

Actions

Multiattack. The creature makes 1 attack with its claws and uses Devour Intellect.

Claws. Natural Weapon. +5 to hit.
Hit. 13 (3d6+2) Slashing damage.

Devour Intellect. A Protection from Evil and Good spell denies use of this ability, and can drive the parasite out of a host.
The monster targets one creature it can see within 15 ft of it that has a brain. The target must succeed on a DC 14 INT save or take 17 (3d10) psychic damage.
Also on a failure, roll 3d6+3: If the total equals or exceeds the target's Intelligence, the Devourer is teleported inot the creature's mind and the symbiote is subjected to either Dominate Person (L3) or Feeblemind (L3) until the parasite is removed.
The host body is stunned until it makes a DC 14 CON save as the parasite learns to operate its new body.

After taking over, the parasite knows everything the host knew, including spells, languages, and class features.
The host may attempt to reject the parasite up to three times by repeating the INT check as an action. However, after the third failure, they can no longer resist.
If the host body drops to 0 hit points, the parasite is teleported to a space within 5ft with 27hp.
The intellect devourer may be forced out if the host is subjected to Psychic damage, forcing the parasite to make a CON save vs half the damage. By spending 20ft of its movement, the intellect devourer can voluntarily leave the body, teleporting to the nearest unoccupied space within 5 ft of it.

Life Drain. Melee Spell Attack: +6 to hit.
Hit. 17 (3d8+3) Psychic damage.
The target must succeed on a DC 14 INT Save or have its hit point maximum is reduced by an amount equal to the damage taken.
This reduction lasts until the victim finishes a long rest.
If this effect reduces the victim's HP Max to 0, they fully die, and their corpse is cursed and cannot be resurrected while the parasite lives.

Intellect Devourer

Intellect Devourer tiny aberration, Loot Value 45, lawful evil CR 6 2,300 xp

  • Armor class 13 (Natural+1)
  • Hit points 59 (13d4+26)
  • Speed 40 ft
  • STR7 (-2)
  • DEX15 (+2)
  • CON14 (+2)
  • INT17 (+3)
  • WIS12 (+1)
  • CHA11 (0)

Save Throws:INT +6,

Skills:Stealth +5, History +6, Investigation +6, Nature +6, Percep. +4,

Damage Resistances:NM Physical

Senses:Blindsight 60 ft (Blind beyond this radius), Psv Per 14
Social: Bluff DC 11, Bribe DC 17, 30gp
Utility: Carry 26lbs., Push 53lbs.

Languages:Deep Speech, Telepathy, Any 2

Challenge:CR 6 (2,300 xp)

Detect Sentience. The Intellect Devourer can sense the presence and location of any creature within 300 ft of it that has an Intelligence score of 3 or higher, regardless of interposing barriers, unless the creature is protected by a mind blank spell.

Pack Tactics. The ape has advantage on attacks against any creature within 5ft of an ally.

Actions

Multiattack. The creature makes 1 attack with its claws and uses Devour Intellect.

Claws. Natural Weapon. +5 to hit.
Hit. 20 (4d8+2) Slashing damage.

Devour Intellect. A Protection from Evil and Good spell denies use of this ability, and can drive the parasite out of a host.
The monster targets one creature it can see within 15 ft of it that has a brain. The target must succeed on a DC 14 INT save or take 22 (3d10) psychic damage.
Also on a failure, roll 3d6+3: If the total equals or exceeds the target's Intelligence, the Devourer is teleported inot the creature's mind and the symbiote is subjected to either Dominate Person (L3) or Feeblemind (L3) until the parasite is removed.
The host body is stunned until it makes a DC 14 CON save as the parasite learns to operate its new body.

After taking over, the parasite knows everything the host knew, including spells, languages, and class features.
The host may attempt to reject the parasite up to three times by repeating the INT check as an action. However, after the third failure, they can no longer resist.
If the host body drops to 0 hit points, the parasite is teleported to a space within 5ft with 30hp.
The intellect devourer may be forced out if the host is subjected to Psychic damage, forcing the parasite to make a CON save vs half the damage. By spending 20ft of its movement, the intellect devourer can voluntarily leave the body, teleporting to the nearest unoccupied space within 5 ft of it.

Life Drain. Melee Spell Attack: +6 to hit.
Hit. 25 (4d10+3) Psychic damage.
The target must succeed on a DC 14 INT Save or have its hit point maximum is reduced by an amount equal to the damage taken.
This reduction lasts until the victim finishes a long rest.
If this effect reduces the victim's HP Max to 0, they fully die, and their corpse is cursed and cannot be resurrected while the parasite lives.

Intellect Devourer

Intellect Devourer tiny aberration, Loot Value 90, lawful evil CR 8 3,900 xp

  • Armor class 15 (Natural+2)
  • Hit points 63 (14d4+28)
  • Speed 40 ft
  • STR7 (-2)
  • DEX16 (+3)
  • CON15 (+2)
  • INT18 (+4)
  • WIS13 (+1)
  • CHA11 (0)

Save Throws:DEX +7, INT +8,

Skills:Stealth +7, History +8, Investigation +8, Nature +8, Percep. +5,

Damage Resistances:NM Physical

Senses:Blindsight 60 ft (Blind beyond this radius), Psv Per 15
Social: Bluff DC 11, Bribe DC 19, 65gp
Utility: Carry 26lbs., Push 53lbs.

Languages:Deep Speech, Telepathy, Any 3

Challenge:CR 8 (3,900 xp)

Detect Sentience. The Intellect Devourer can sense the presence and location of any creature within 300 ft of it that has an Intelligence score of 3 or higher, regardless of interposing barriers, unless the creature is protected by a mind blank spell.

Pack Tactics. The ape has advantage on attacks against any creature within 5ft of an ally.

Actions

Multiattack. The creature makes 1 attack with its claws and uses Devour Intellect.

Claws. Natural Weapon. +7 to hit.
Hit. 21 (4d8+3) Slashing damage.

Devour Intellect. A Protection from Evil and Good spell denies use of this ability, and can drive the parasite out of a host.
The monster targets one creature it can see within 20 ft of it that has a brain. The target must succeed on a DC 16 INT save or take 22 (4d10) psychic damage.
Also on a failure, roll 3d6+4: If the total equals or exceeds the target's Intelligence, the Devourer is teleported inot the creature's mind and the symbiote is subjected to either Dominate Person (L4) or Feeblemind (L4) until the parasite is removed.
The host body is stunned until it makes a DC 16 CON save as the parasite learns to operate its new body.

After taking over, the parasite knows everything the host knew, including spells, languages, and class features.
The host may attempt to reject the parasite up to three times by repeating the INT check as an action. However, after the third failure, they can no longer resist.
If the host body drops to 0 hit points, the parasite is teleported to a space within 5ft with 32hp.
The intellect devourer may be forced out if the host is subjected to Psychic damage, forcing the parasite to make a CON save vs half the damage. By spending 20ft of its movement, the intellect devourer can voluntarily leave the body, teleporting to the nearest unoccupied space within 5 ft of it.

Life Drain. Melee Spell Attack: +8 to hit.
Hit. 26 (4d10+4) Psychic damage.
The target must succeed on a DC 16 INT Save or have its hit point maximum is reduced by an amount equal to the damage taken.
This reduction lasts until the victim finishes a long rest.
If this effect reduces the victim's HP Max to 0, they fully die, and their corpse is cursed and cannot be resurrected while the parasite lives.

Intellect Devourer

Intellect Devourer tiny aberration, Loot Value 550, lawful evil CR 12 8,400 xp

  • Armor class 16 (Natural+3)
  • Hit points 72 (16d4+32)
  • Speed 40 ft
  • STR7 (-2)
  • DEX16 (+3)
  • CON15 (+2)
  • INT20 (+5)
  • WIS13 (+1)
  • CHA12 (+1)

Save Throws:DEX +8, CON +7, INT +10,

Skills:Stealth +8, History +10, Investigation +10, Nature +10, Percep. +6,

Damage Resistances:NM Physical

Senses:Blindsight 60 ft (Blind beyond this radius), Psv Per 16
Social: Bluff DC 12, Bribe DC 22, 400gp
Utility: Carry 26lbs., Push 53lbs.

Languages:Deep Speech, Telepathy, Any 4

Challenge:CR 12 (8,400 xp)

Detect Sentience. The Intellect Devourer can sense the presence and location of any creature within 300 ft of it that has an Intelligence score of 3 or higher, regardless of interposing barriers, unless the creature is protected by a mind blank spell.

Pack Tactics. The ape has advantage on attacks against any creature within 5ft of an ally.

Actions

Multiattack. The creature makes 1 attack with its claws and uses Devour Intellect.

Claws. Natural Weapon. +8 to hit.
Hit. 26 (5d8+3) Slashing damage.

Devour Intellect. A Protection from Evil and Good spell denies use of this ability, and can drive the parasite out of a host.
The monster targets one creature it can see within 25 ft of it that has a brain. The target must succeed on a DC 18 INT save or take 28 (5d10) psychic damage.
Also on a failure, roll 3d6+5: If the total equals or exceeds the target's Intelligence, the Devourer is teleported inot the creature's mind and the symbiote is subjected to either Dominate Person (L5) or Feeblemind (L5) until the parasite is removed.
The host body is stunned until it makes a DC 18 CON save as the parasite learns to operate its new body.

After taking over, the parasite knows everything the host knew, including spells, languages, and class features.
The host may attempt to reject the parasite up to three times by repeating the INT check as an action. However, after the third failure, they can no longer resist.
If the host body drops to 0 hit points, the parasite is teleported to a space within 5ft with 36hp.
The intellect devourer may be forced out if the host is subjected to Psychic damage, forcing the parasite to make a CON save vs half the damage. By spending 20ft of its movement, the intellect devourer can voluntarily leave the body, teleporting to the nearest unoccupied space within 5 ft of it.

Life Drain. Melee Spell Attack: +10 to hit.
Hit. 33 (5d10+5) Psychic damage.
The target must succeed on a DC 18 INT Save or have its hit point maximum is reduced by an amount equal to the damage taken.
This reduction lasts until the victim finishes a long rest.
If this effect reduces the victim's HP Max to 0, they fully die, and their corpse is cursed and cannot be resurrected while the parasite lives.

Intellect Devourer

Intellect Devourer tiny aberration, Loot Value 70, lawful evil CR 7 2,900 xp

  • Armor class 16 (Natural+2)
  • Hit points 63 (14d4+28)
  • Speed 40 ft
  • STR7 (-2)
  • DEX18 (+4)
  • CON15 (+2)
  • INT18 (+4)
  • WIS13 (+1)
  • CHA11 (0)

Save Throws:DEX +8, INT +8,

Skills:Stealth +8, History +8, Investigation +8, Nature +8, Percep. +5,

Damage Resistances:NM Physical

Senses:Blindsight 60 ft (Blind beyond this radius), Psv Per 15
Social: Bluff DC 11, Bribe DC 19, 50gp
Utility: Carry 26lbs., Push 53lbs.

Languages:Deep Speech, Telepathy, Any 3

Challenge:CR 7 (2,900 xp)

Detect Sentience. The Intellect Devourer can sense the presence and location of any creature within 300 ft of it that has an Intelligence score of 3 or higher, regardless of interposing barriers, unless the creature is protected by a mind blank spell.

Pack Tactics. The ape has advantage on attacks against any creature within 5ft of an ally.

Actions

Multiattack. The creature makes 2 attack with its claws and uses Devour Intellect.

3x ClawsMultiattack Natural Weapon. +8 to hit.
Hit. 13 (2d8+4) Slashing damage.
Dispelling Bite. In lieu of another attack or Devour Intellect, as reaction after Claws hit. The creature can cause spells of Level 4 or lower to be dispelled, and can make an Intelligence check for higher level spells. Once a check fails, the effect ends.

Devour Intellect. A Protection from Evil and Good spell denies use of this ability, and can drive the parasite out of a host.
The monster targets one creature it can see within 20 ft of it that has a brain. The target must succeed on a DC 16 INT save or take 11 (4d10) psychic damage.
Also on a failure, roll 3d6+4: If the total equals or exceeds the target's Intelligence, the Devourer is teleported inot the creature's mind and the symbiote is subjected to either Dominate Person (L4) or Feeblemind (L4) until the parasite is removed.
The host body is stunned until it makes a DC 16 CON save as the parasite learns to operate its new body.

After taking over, the parasite knows everything the host knew, including spells, languages, and class features.
The host may attempt to reject the parasite up to three times by repeating the INT check as an action. However, after the third failure, they can no longer resist.
If the host body drops to 0 hit points, the parasite is teleported to a space within 5ft with 32hp.
The intellect devourer may be forced out if the host is subjected to Psychic damage, forcing the parasite to make a CON save vs half the damage. By spending 20ft of its movement, the intellect devourer can voluntarily leave the body, teleporting to the nearest unoccupied space within 5 ft of it.

Life Drain. Melee Spell Attack: +8 to hit.
Hit. 15 (2d10+4) Psychic damage.
The target must succeed on a DC 16 INT Save or have its hit point maximum is reduced by an amount equal to the damage taken.
This reduction lasts until the victim finishes a long rest.
If this effect reduces the victim's HP Max to 0, they fully die, and their corpse is cursed and cannot be resurrected while the parasite lives.

Intellect Devourer

Intellect Devourer tiny aberration, Loot Value 250, lawful evil CR 11 7,200 xp

  • Armor class 15 (Natural+2)
  • Hit points 77 (17d4+34)
  • Speed 40 ft
  • STR7 (-2)
  • DEX16 (+3)
  • CON15 (+2)
  • INT20 (+5)
  • WIS13 (+1)
  • CHA12 (+1)

Save Throws:DEX +7, INT +9,

Skills:Stealth +7, History +9, Investigation +9, Nature +9, Percep. +5,

Damage Resistances:NM Physical

Senses:Blindsight 60 ft (Blind beyond this radius), Psv Per 15
Social: Bluff DC 12, Bribe DC 20, 200gp
Utility: Carry 26lbs., Push 53lbs.

Languages:Deep Speech, Telepathy, Any 4

Challenge:CR 11 (7,200 xp)

Detect Sentience. The Intellect Devourer can sense the presence and location of any creature within 300 ft of it that has an Intelligence score of 3 or higher, regardless of interposing barriers, unless the creature is protected by a mind blank spell.

Pack Tactics. The ape has advantage on attacks against any creature within 5ft of an ally.

Actions

Multiattack. The creature makes 2 attack with its claws and uses Devour Intellect.

3x ClawsMultiattack Natural Weapon. +7 to hit.
Hit. 12 (2d8+3) Slashing damage.
Dispelling Bite. In lieu of another attack or Devour Intellect, as reaction after Claws hit. The creature can cause spells of Level 4 or lower to be dispelled, and can make an Intelligence check for higher level spells. Once a check fails, the effect ends.

Devour Intellect. A Protection from Evil and Good spell denies use of this ability, and can drive the parasite out of a host.
The monster targets one creature it can see within 20 ft of it that has a brain. The target must succeed on a DC 17 INT save or take 11 (4d10) psychic damage.
Also on a failure, roll 3d6+4: If the total equals or exceeds the target's Intelligence, the Devourer is teleported inot the creature's mind and the symbiote is subjected to either Dominate Person (L4) or Feeblemind (L4) until the parasite is removed.
The host body is stunned until it makes a DC 17 CON save as the parasite learns to operate its new body.

After taking over, the parasite knows everything the host knew, including spells, languages, and class features.
The host may attempt to reject the parasite up to three times by repeating the INT check as an action. However, after the third failure, they can no longer resist.
If the host body drops to 0 hit points, the parasite is teleported to a space within 5ft with 39hp.
The intellect devourer may be forced out if the host is subjected to Psychic damage, forcing the parasite to make a CON save vs half the damage. By spending 20ft of its movement, the intellect devourer can voluntarily leave the body, teleporting to the nearest unoccupied space within 5 ft of it.

Life Drain. Melee Spell Attack: +9 to hit.
Hit. 18 (2d12+5) Psychic damage.
The target must succeed on a DC 17 INT Save or have its hit point maximum is reduced by an amount equal to the damage taken.
This reduction lasts until the victim finishes a long rest.
If this effect reduces the victim's HP Max to 0, they fully die, and their corpse is cursed and cannot be resurrected while the parasite lives.

Intellect Devourer

Intellect Devourer tiny aberration, Loot Value 100, lawful evil CR 9 5,000 xp

  • Armor class 17 (Natural+3)
  • Hit points 63 (14d4+28)
  • Speed 40 ft
  • STR7 (-2)
  • DEX18 (+4)
  • CON15 (+2)
  • INT18 (+4)
  • WIS13 (+1)
  • CHA11 (0)

Save Throws:DEX +9, CON +7, INT +9,

Skills:Stealth +9, History +9, Investigation +9, Nature +9, Percep. +6,

Damage Resistances:NM Physical

Senses:Blindsight 60 ft (Blind beyond this radius), Psv Per 16
Social: Bluff DC 11, Bribe DC 21, 70gp
Utility: Carry 26lbs., Push 53lbs.

Languages:Deep Speech, Telepathy, Any 3

Challenge:CR 9 (5,000 xp)

Detect Sentience. The Intellect Devourer can sense the presence and location of any creature within 300 ft of it that has an Intelligence score of 3 or higher, regardless of interposing barriers, unless the creature is protected by a mind blank spell.

Pack Tactics. The ape has advantage on attacks against any creature within 5ft of an ally.

Magic Resistance. The Intellect Devourer has advantage on saving throws against spells.

Actions

Multiattack. The creature makes 2 attack with its claws and uses Devour Intellect.

3x ClawsMultiattack Natural Weapon. +9 to hit.
Hit. 13 (2d8+4) Slashing damage.
Dispelling Bite. In lieu of another attack or Devour Intellect, as reaction after Claws hit. The creature can cause spells of Level 5 or lower to be dispelled, and can make an Intelligence check for higher level spells. Once a check fails, the effect ends.

Devour Intellect. A Protection from Evil and Good spell denies use of this ability, and can drive the parasite out of a host.
The monster targets one creature it can see within 25 ft of it that has a brain. The target must succeed on a DC 17 INT save or take 11 (5d10) psychic damage.
Also on a failure, roll 3d6+5: If the total equals or exceeds the target's Intelligence, the Devourer is teleported inot the creature's mind and the symbiote is subjected to either Dominate Person (L5) or Feeblemind (L5) until the parasite is removed.
The host body is stunned until it makes a DC 17 CON save as the parasite learns to operate its new body.

After taking over, the parasite knows everything the host knew, including spells, languages, and class features.
The host may attempt to reject the parasite up to three times by repeating the INT check as an action. However, after the third failure, they can no longer resist.
If the host body drops to 0 hit points, the parasite is teleported to a space within 5ft with 32hp.
The intellect devourer may be forced out if the host is subjected to Psychic damage, forcing the parasite to make a CON save vs half the damage. By spending 20ft of its movement, the intellect devourer can voluntarily leave the body, teleporting to the nearest unoccupied space within 5 ft of it.

Life Drain. Melee Spell Attack: +9 to hit.
Hit. 17 (2d12+4) Psychic damage.
The target must succeed on a DC 17 INT Save or have its hit point maximum is reduced by an amount equal to the damage taken.
This reduction lasts until the victim finishes a long rest.
If this effect reduces the victim's HP Max to 0, they fully die, and their corpse is cursed and cannot be resurrected while the parasite lives.

Intellect Devourer

Intellect Devourer tiny aberration, Loot Value 150, lawful evil CR 10 5,900 xp

  • Armor class 17 (Natural+3)
  • Hit points 77 (14d4+42)
  • Speed 40 ft
  • STR7 (-2)
  • DEX18 (+4)
  • CON16 (+3)
  • INT18 (+4)
  • WIS13 (+1)
  • CHA11 (0)

Save Throws:DEX +9, CON +8, INT +9,

Skills:Stealth +9, History +9, Investigation +9, Nature +9, Percep. +6,

Damage Resistances:NM Physical

Senses:Blindsight 60 ft (Blind beyond this radius), Psv Per 16
Social: Bluff DC 11, Bribe DC 21, 100gp
Utility: Carry 26lbs., Push 53lbs.

Languages:Deep Speech, Telepathy, Any 3

Challenge:CR 10 (5,900 xp)

Detect Sentience. The Intellect Devourer can sense the presence and location of any creature within 300 ft of it that has an Intelligence score of 3 or higher, regardless of interposing barriers, unless the creature is protected by a mind blank spell.

Pack Tactics. The ape has advantage on attacks against any creature within 5ft of an ally.

Magic Resistance. The Intellect Devourer has advantage on saving throws against spells.

Nimble Escape. The creature may Dodge, Disengage or Hide as a Bonus Action.

Actions

Multiattack. The creature makes 1 attack with its claws and uses Devour Intellect.

Claws. Natural Weapon. +9 to hit.
Hit. 21 (3d10+4) Slashing damage.
Dispelling Bite. In lieu of another attack or Devour Intellect, as reaction after Claws hit. The creature can cause spells of Level 5 or lower to be dispelled, and can make an Intelligence check for higher level spells. Once a check fails, the effect ends.

Devour Intellect. A Protection from Evil and Good spell denies use of this ability, and can drive the parasite out of a host.
The monster targets one creature it can see within 25 ft of it that has a brain. The target must succeed on a DC 17 INT save or take 17 (5d10) psychic damage.
Also on a failure, roll 3d6+5: If the total equals or exceeds the target's Intelligence, the Devourer is teleported inot the creature's mind and the symbiote is subjected to either Dominate Person (L5) or Feeblemind (L5) until the parasite is removed.
The host body is stunned until it makes a DC 17 CON save as the parasite learns to operate its new body.

After taking over, the parasite knows everything the host knew, including spells, languages, and class features.
The host may attempt to reject the parasite up to three times by repeating the INT check as an action. However, after the third failure, they can no longer resist.
If the host body drops to 0 hit points, the parasite is teleported to a space within 5ft with 39hp.
The intellect devourer may be forced out if the host is subjected to Psychic damage, forcing the parasite to make a CON save vs half the damage. By spending 20ft of its movement, the intellect devourer can voluntarily leave the body, teleporting to the nearest unoccupied space within 5 ft of it.

Life Drain. Melee Spell Attack: +9 to hit.
Hit. 24 (3d12+4) Psychic damage.
The target must succeed on a DC 17 INT Save or have its hit point maximum is reduced by an amount equal to the damage taken, and heal the parasite for half as much.
This reduction lasts until the victim finishes a long rest.
If this effect reduces the victim's HP Max to 0, they fully die, and their corpse is cursed and cannot be resurrected while the parasite lives.

Intellect Devourer

Intellect Devourer tiny aberration, Loot Value 800, lawful evil CR 13 10,000 xp

  • Armor class 17 (Natural+3)
  • Hit points 77 (17d4+34)
  • Speed 40 ft
  • STR7 (-2)
  • DEX19 (+4)
  • CON15 (+2)
  • INT20 (+5)
  • WIS13 (+1)
  • CHA12 (+1)

Save Throws:DEX +9, CON +7, INT +10,

Skills:Stealth +9, History +10, Investigation +10, Nature +10, Percep. +6,

Damage Resistances:NM Physical

Senses:Blindsight 60 ft (Blind beyond this radius), Psv Per 16
Social: Bluff DC 12, Bribe DC 22, 600gp
Utility: Carry 26lbs., Push 53lbs.

Languages:Deep Speech, Telepathy, Any 4

Challenge:CR 13 (10,000 xp)

Detect Sentience. The Intellect Devourer can sense the presence and location of any creature within 300 ft of it that has an Intelligence score of 3 or higher, regardless of interposing barriers, unless the creature is protected by a mind blank spell.

Pack Tactics. The ape has advantage on attacks against any creature within 5ft of an ally.

Actions

Multiattack. The creature makes 2 attack with its claws and uses Devour Intellect.

3x ClawsMultiattack Natural Weapon. +9 to hit.
Hit. 21 (3d10+4) Slashing damage.
Dispelling Bite. In lieu of another attack or Devour Intellect, as reaction after Claws hit. The creature can cause spells of Level 5 or lower to be dispelled, and can make an Intelligence check for higher level spells. Once a check fails, the effect ends.

Devour Intellect. A Protection from Evil and Good spell denies use of this ability, and can drive the parasite out of a host.
The monster targets one creature it can see within 25 ft of it that has a brain. The target must succeed on a DC 18 INT save or take 17 (5d10) psychic damage.
Also on a failure, roll 3d6+5: If the total equals or exceeds the target's Intelligence, the Devourer is teleported inot the creature's mind and the symbiote is subjected to either Dominate Person (L5) or Feeblemind (L5) until the parasite is removed.
The host body is stunned until it makes a DC 18 CON save as the parasite learns to operate its new body.

After taking over, the parasite knows everything the host knew, including spells, languages, and class features.
The host may attempt to reject the parasite up to three times by repeating the INT check as an action. However, after the third failure, they can no longer resist.
If the host body drops to 0 hit points, the parasite is teleported to a space within 5ft with 39hp.
The intellect devourer may be forced out if the host is subjected to Psychic damage, forcing the parasite to make a CON save vs half the damage. By spending 20ft of its movement, the intellect devourer can voluntarily leave the body, teleporting to the nearest unoccupied space within 5 ft of it.

Life Drain. Melee Spell Attack: +10 to hit.
Hit. 31 (4d12+5) Psychic damage.
The target must succeed on a DC 18 INT Save or have its hit point maximum is reduced by an amount equal to the damage taken.
This reduction lasts until the victim finishes a long rest.
If this effect reduces the victim's HP Max to 0, they fully die, and their corpse is cursed and cannot be resurrected while the parasite lives.

Intellect Devourer

Intellect Devourer tiny aberration, Loot Value 1,000, lawful evil CR 14 11,500 xp

  • Armor class 19 (Natural+4)
  • Hit points 110 (20d4+60)
  • Speed 40 ft
  • STR8 (-1)
  • DEX20 (+5)
  • CON16 (+3)
  • INT20 (+5)
  • WIS14 (+2)
  • CHA12 (+1)

Save Throws:DEX +11, CON +9, INT +11, WIS +8,

Skills:Stealth +11, History +11, Investigation +11, Nature +11, Percep. +8,

Damage Resistances:NM Physical

Senses:Blindsight 60 ft (Blind beyond this radius), Psv Per 18
Social: Bluff DC 13, Bribe DC 25, 800gp
Utility: Carry 30lbs., Push 60lbs.

Languages:Deep Speech, Telepathy, Any 4

Challenge:CR 14 (11,500 xp)

Detect Sentience. The Intellect Devourer can sense the presence and location of any creature within 300 ft of it that has an Intelligence score of 3 or higher, regardless of interposing barriers, unless the creature is protected by a mind blank spell.

Pack Tactics. The ape has advantage on attacks against any creature within 5ft of an ally.

Actions

Multiattack. The creature makes 3 attack with its claws and uses Devour Intellect.

4x ClawsMultiattack Natural Weapon. +11 to hit.
Hit. 25 (3d12+5) Slashing damage.

Devour Intellect. A Protection from Evil and Good spell denies use of this ability, and can drive the parasite out of a host.
The monster targets one creature it can see within 30 ft of it that has a brain. The target must succeed on a DC 19 INT save or take 17 (6d10) psychic damage.
Also on a failure, roll 3d6+6: If the total equals or exceeds the target's Intelligence, the Devourer is teleported inot the creature's mind and the symbiote is subjected to either Dominate Person (L6) or Feeblemind (L6) until the parasite is removed.
The host body is stunned until it makes a DC 19 CON save as the parasite learns to operate its new body.

After taking over, the parasite knows everything the host knew, including spells, languages, and class features.
The host may attempt to reject the parasite up to three times by repeating the INT check as an action. However, after the third failure, they can no longer resist.
If the host body drops to 0 hit points, the parasite is teleported to a space within 5ft with 55hp.
The intellect devourer may be forced out if the host is subjected to Psychic damage, forcing the parasite to make a CON save vs half the damage. By spending 20ft of its movement, the intellect devourer can voluntarily leave the body, teleporting to the nearest unoccupied space within 5 ft of it.

Life Drain. Melee Spell Attack: +11 to hit.
Hit. 38 (5d12+5) Psychic damage.
The target must succeed on a DC 19 INT Save or have its hit point maximum is reduced by an amount equal to the damage taken.
This reduction lasts until the victim finishes a long rest.
If this effect reduces the victim's HP Max to 0, they fully die, and their corpse is cursed and cannot be resurrected while the parasite lives.

Intellect Devourer

Intellect Devourer tiny aberration, Loot Value 1,500, lawful evil CR 15 13,000 xp

  • Armor class 19 (Natural+4)
  • Hit points 121 (22d4+66)
  • Speed 40 ft
  • STR8 (-1)
  • DEX20 (+5)
  • CON17 (+3)
  • INT20 (+5)
  • WIS15 (+2)
  • CHA13 (+1)

Save Throws:DEX +11, CON +9, INT +11, WIS +8,

Skills:Stealth +11, History +11, Investigation +11, Nature +11, Percep. +8,

Damage Resistances:NM Physical

Senses:Blindsight 60 ft (Blind beyond this radius), Psv Per 18
Social: Bluff DC 13, Bribe DC 25, 1kgp
Utility: Carry 30lbs., Push 60lbs.

Languages:Deep Speech, Telepathy, Any 4

Challenge:CR 15 (13,000 xp)

Detect Sentience. The Intellect Devourer can sense the presence and location of any creature within 300 ft of it that has an Intelligence score of 3 or higher, regardless of interposing barriers, unless the creature is protected by a mind blank spell.

Pack Tactics. The ape has advantage on attacks against any creature within 5ft of an ally.

Actions

Multiattack. The creature makes 3 attack with its claws and uses Devour Intellect.

4x ClawsMultiattack Natural Weapon. +11 to hit.
Hit. 25 (3d12+5) Slashing damage.
Dispelling Bite. In lieu of another attack or Devour Intellect, as reaction after Claws hit. The creature can cause spells of Level 6 or lower to be dispelled, and can make an Intelligence check for higher level spells. Once a check fails, the effect ends.

Devour Intellect. A Protection from Evil and Good spell denies use of this ability, and can drive the parasite out of a host.
The monster targets one creature it can see within 30 ft of it that has a brain. The target must succeed on a DC 19 INT save or take 17 (6d10) psychic damage.
Also on a failure, roll 3d6+6: If the total equals or exceeds the target's Intelligence, the Devourer is teleported inot the creature's mind and the symbiote is subjected to either Dominate Person (L6) or Feeblemind (L6) until the parasite is removed.
The host body is stunned until it makes a DC 19 CON save as the parasite learns to operate its new body.

After taking over, the parasite knows everything the host knew, including spells, languages, and class features.
The host may attempt to reject the parasite up to three times by repeating the INT check as an action. However, after the third failure, they can no longer resist.
If the host body drops to 0 hit points, the parasite is teleported to a space within 5ft with 61hp.
The intellect devourer may be forced out if the host is subjected to Psychic damage, forcing the parasite to make a CON save vs half the damage. By spending 20ft of its movement, the intellect devourer can voluntarily leave the body, teleporting to the nearest unoccupied space within 5 ft of it.

Life Drain. Melee Spell Attack: +11 to hit.
Hit. 38 (5d12+5) Psychic damage.
The target must succeed on a DC 19 INT Save or have its hit point maximum is reduced by an amount equal to the damage taken.
This reduction lasts until the victim finishes a long rest.
If this effect reduces the victim's HP Max to 0, they fully die, and their corpse is cursed and cannot be resurrected while the parasite lives.

Intellect Devourer

Intellect Devourer tiny aberration, Loot Value 1,500, lawful evil CR 16 15,000 xp

  • Armor class 19 (Natural+4)
  • Hit points 132 (24d4+72)
  • Speed 40 ft
  • STR9 (-1)
  • DEX20 (+5)
  • CON17 (+3)
  • INT20 (+5)
  • WIS15 (+2)
  • CHA13 (+1)

Save Throws:DEX +11, CON +9, INT +11, WIS +8,

Skills:Stealth +11, History +11, Investigation +11, Nature +11, Percep. +8,

Damage Resistances:NM Physical

Senses:Blindsight 60 ft (Blind beyond this radius), Psv Per 18
Social: Bluff DC 13, Bribe DC 25, 1kgp
Utility: Carry 34lbs., Push 68lbs.

Languages:Deep Speech, Telepathy, Any 4

Challenge:CR 16 (15,000 xp)

Detect Sentience. The Intellect Devourer can sense the presence and location of any creature within 300 ft of it that has an Intelligence score of 3 or higher, regardless of interposing barriers, unless the creature is protected by a mind blank spell.

Pack Tactics. The ape has advantage on attacks against any creature within 5ft of an ally.

Magic Resistance. The Intellect Devourer has advantage on saving throws against spells.

Actions

Multiattack. The creature makes 3 attack with its claws and uses Devour Intellect.

4x ClawsMultiattack Natural Weapon. +11 to hit.
Hit. 25 (3d12+5) Slashing damage.
Dispelling Bite. In lieu of another attack or Devour Intellect, as reaction after Claws hit. The creature can cause spells of Level 6 or lower to be dispelled, and can make an Intelligence check for higher level spells. Once a check fails, the effect ends.

Devour Intellect. A Protection from Evil and Good spell denies use of this ability, and can drive the parasite out of a host.
The monster targets one creature it can see within 30 ft of it that has a brain. The target must succeed on a DC 19 INT save or take 17 (6d10) psychic damage.
Also on a failure, roll 3d6+6: If the total equals or exceeds the target's Intelligence, the Devourer is teleported inot the creature's mind and the symbiote is subjected to either Dominate Person (L6) or Feeblemind (L6) until the parasite is removed.
The host body is stunned until it makes a DC 19 CON save as the parasite learns to operate its new body.

After taking over, the parasite knows everything the host knew, including spells, languages, and class features.
The host may attempt to reject the parasite up to three times by repeating the INT check as an action. However, after the third failure, they can no longer resist.
If the host body drops to 0 hit points, the parasite is teleported to a space within 5ft with 66hp.
The intellect devourer may be forced out if the host is subjected to Psychic damage, forcing the parasite to make a CON save vs half the damage. By spending 20ft of its movement, the intellect devourer can voluntarily leave the body, teleporting to the nearest unoccupied space within 5 ft of it.

Life Drain. Melee Spell Attack: +11 to hit.
Hit. 44 (6d12+5) Psychic damage.
The target must succeed on a DC 19 INT Save or have its hit point maximum is reduced by an amount equal to the damage taken.
This reduction lasts until the victim finishes a long rest.
If this effect reduces the victim's HP Max to 0, they fully die, and their corpse is cursed and cannot be resurrected while the parasite lives.

Legendary Actions

Legendary Resistance (OOOO/day). When the Intellect Devourer fails a saving throw, it may choose to succeed instead.
Bossmode.The creature has as many Legendary Actions as it has remaining Resistances. One action = One attack. Full Round Action = 4 Actions.