Note. Protection from Evil and Good spell denies use of Devour Intellect, and can drive the parasite out of a host.
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.
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. 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 parasite is teleported into the creature's brain and the host 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 2hp.
The parasite 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.
Note. Protection from Evil and Good spell denies use of Devour Intellect, and can drive the parasite out of a host.
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.
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. 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 parasite is teleported into the creature's brain and the host 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 4hp.
The parasite 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.
Note. Protection from Evil and Good spell denies use of Devour Intellect, and can drive the parasite out of a host.
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.
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. 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 parasite is teleported into the creature's brain and the host 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 11hp.
The parasite 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.
Note. Protection from Evil and Good spell denies use of Devour Intellect, and can drive the parasite out of a host.
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.
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. 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 parasite is teleported into the creature's brain and the host 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 parasite 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.
Note. Protection from Evil and Good spell denies use of Devour Intellect, and can drive the parasite out of a host.
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.
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. 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 parasite is teleported into the creature's brain and the host 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 parasite 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.
Note. Protection from Evil and Good spell denies use of Devour Intellect, and can drive the parasite out of a host.
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.
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. 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 parasite is teleported into the creature's brain and the host 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 parasite 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.
Note. Protection from Evil and Good spell denies use of Devour Intellect, and can drive the parasite out of a host.
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.
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. 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 parasite is teleported into the creature's brain and the host 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 parasite 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.
Note. Protection from Evil and Good spell denies use of Devour Intellect, and can drive the parasite out of a host.
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.
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. The monster targets one creature it can see within 20 ft of it that has a brain. The target must succeed on a DC 15 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 parasite is teleported into the creature's brain and the host 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 parasite 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: +7 to hit.
Hit. 25 (4d10+3) Psychic damage.
The target must succeed on a DC 15 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.
Note. Protection from Evil and Good spell denies use of Devour Intellect, and can drive the parasite out of a host.
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.
Multiattack. The creature makes 1 attack with its claws and uses Devour Intellect.
Claws. Natural Weapon. +7 to hit.
Hit. 26 (5d8+3) Slashing damage.
Devour Intellect. 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 28 (4d10) psychic damage.
Also on a failure, roll 3d6+5: If the total equals or exceeds the target's Intelligence, the parasite is teleported into the creature's brain and the host 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 36hp.
The parasite 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. 33 (5d10+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.
Note. Protection from Evil and Good spell denies use of Devour Intellect, and can drive the parasite out of a host.
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.
Multiattack. The creature makes 1 attack with its claws and uses Devour Intellect.
Claws. Natural Weapon. +6 to hit.
Hit. 17 (3d8+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 3 or lower to be dispelled, and can make an Intelligence check for higher level spells. Once a check fails, the effect ends.
Devour Intellect. The monster targets one creature it can see within 15 ft of it that has a brain. The target must succeed on a DC 15 INT save or take 17 (3d10) psychic damage.
Also on a failure, roll 3d6+4: If the total equals or exceeds the target's Intelligence, the parasite is teleported into the creature's brain and the host 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 42hp.
The parasite 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: +7 to hit.
Hit. 21 (3d10+4) Psychic damage.
The target must succeed on a DC 15 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.
Note. Protection from Evil and Good spell denies use of Devour Intellect, and can drive the parasite out of a host.
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.
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. 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+5: If the total equals or exceeds the target's Intelligence, the parasite is teleported into the creature's brain and the host 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 39hp.
The parasite 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.
Note. Protection from Evil and Good spell denies use of Devour Intellect, and can drive the parasite out of a host.
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.
Multiattack. The creature makes 2 attack with its claws and uses Devour Intellect.
3x ClawsMultiattack Natural Weapon. +8 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 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. 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 parasite is teleported into the creature's brain and the host 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 parasite 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, 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.
Note. Protection from Evil and Good spell denies use of Devour Intellect, and can drive the parasite out of a host.
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.
Multiattack. The creature makes 2 attack with its claws and uses Devour Intellect.
3x ClawsMultiattack Natural Weapon. +8 to hit.
Hit. 14 (2d10+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 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. The monster targets one creature it can see within 25 ft of it that has a brain. The target must succeed on a DC 16 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 parasite is teleported into the creature's brain and the host 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 parasite 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. 16 (2d12+3) 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.
Note. Protection from Evil and Good spell denies use of Devour Intellect, and can drive the parasite out of a host.
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.
Multiattack. The creature makes 2 attack with its claws and uses Devour Intellect.
3x ClawsMultiattack Natural Weapon. +8 to hit.
Hit. 14 (2d10+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 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. 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 11 (5d10) psychic damage.
Also on a failure, roll 3d6+5: If the total equals or exceeds the target's Intelligence, the parasite is teleported into the creature's brain and the host 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 parasite 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. 25 (3d12+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.
Note. Protection from Evil and Good spell denies use of Devour Intellect, and can drive the parasite out of a host.
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.
Multiattack. The creature makes 2 attack with its claws and uses Devour Intellect.
3x ClawsMultiattack Natural Weapon. +8 to hit.
Hit. 20 (3d10+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 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. 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 parasite is teleported into the creature's brain and the host 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 59hp.
The parasite 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.
Note. Protection from Evil and Good spell denies use of Devour Intellect, and can drive the parasite out of a host.
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.
Multiattack. The creature makes 2 attack with its claws and uses Devour Intellect.
3x ClawsMultiattack Natural Weapon. +8 to hit.
Hit. 20 (3d10+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 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. 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 parasite is teleported into the creature's brain and the host 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 62hp.
The parasite 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, 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.
Note. Protection from Evil and Good spell denies use of Devour Intellect, and can drive the parasite out of a host.
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.
Multiattack. The creature makes 3 attack with its claws and uses Devour Intellect.
4x ClawsMultiattack Natural Weapon. +10 to hit.
Hit. 26 (4d10+4) Slashing damage.
Devour Intellect. 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 22 (6d10) psychic damage.
Also on a failure, roll 3d6+6: If the total equals or exceeds the target's Intelligence, the parasite is teleported into the creature's brain and the host 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 20 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 72hp.
The parasite 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.
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.
Note. Protection from Evil and Good spell denies use of Devour Intellect, and can drive the parasite out of a host.
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.
Multiattack. The creature makes 2 attack with its claws and uses Devour Intellect.
3x ClawsMultiattack Natural Weapon. +11 to hit.
Hit. 24 (3d12+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 7 or lower to be dispelled, and can make an Intelligence check for higher level spells. Once a check fails, the effect ends.
Devour Intellect. The monster targets one creature it can see within 35 ft of it that has a brain. The target must succeed on a DC 20 INT save or take 17 (7d10) psychic damage.
Also on a failure, roll 3d6+7: If the total equals or exceeds the target's Intelligence, the parasite is teleported into the creature's brain and the host is subjected to either Dominate Person (L7) or Feeblemind (L7) until the parasite is removed.
The host body is stunned until it makes a DC 22 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 59hp.
The parasite 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: +12 to hit.
Hit. 38 (5d12+5) Psychic damage.
The target must succeed on a DC 20 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.
Legendary Resistance (OOOOO/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 = 3 Actions.
Note. Protection from Evil and Good spell denies use of Devour Intellect, and can drive the parasite out of a host.
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.
Magic Resistance. The Intellect Devourer has advantage on saving throws against spells.
Multiattack. The creature makes 3 attack with its claws and uses Devour Intellect.
4x ClawsMultiattack Natural Weapon. +10 to hit.
Hit. 30 (4d12+4) Slashing damage.
Devour Intellect. 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 22 (6d10) psychic damage.
Also on a failure, roll 3d6+6: If the total equals or exceeds the target's Intelligence, the parasite is teleported into the creature's brain and the host 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 20 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 68hp.
The parasite 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 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.
Note. Protection from Evil and Good spell denies use of Devour Intellect, and can drive the parasite out of a host.
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.
Multiattack. The creature makes 3 attack with its claws and uses Devour Intellect.
4x ClawsMultiattack Natural Weapon. +8 to hit.
Hit. 29 (4d12+3) Slashing damage.
Devour Intellect. 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 22 (5d10) psychic damage.
Also on a failure, roll 3d6+5: If the total equals or exceeds the target's Intelligence, the parasite is teleported into the creature's brain and the host 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 59hp.
The parasite 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. 44 (6d12+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, 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.
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.