_Huge Aberration, Lawful Evil_ **Armor Class** 15 (Natural Armour) **Hit Points** 95 (10d12 + 30) **Speed** 0 ft. | STR | DEX | CON | INT | WIS | CHA | | :-----: | :----: | :-----: | :-----: | :-----: | :-----: | | 14 (+2) | 8 (-1) | 16 (+3) | 20 (+5) | 18 (+4) | 18 (+4) | **Saving Throws** Con +6, Int +8, Wis +7 **Skills** Arcana +8, Insight +7, Perception +7 **Damage Resistances** Psychic **Condition Immunities** Blinded, Charmed, Deafened, Frightened, Prone **Senses** Blindsight 120 ft. (blind beyond this radius) **Languages** Telepathy 5 miles **Challenge** CR 7 (2,900 XP) **Proficiency Bonus** +3 ## Traits ### Hive Mind While the Young Elder Brain is alive, allied Mind Flayers and Intellect Devourers within the hive have advantage on initiative rolls and cannot be surprised. --- ### Psychic Awareness The Elder Brain automatically knows the location of every creature with an Intelligence score of 3 or higher within 120 feet. Invisible creatures gain no benefit against this sense. --- ### Immobile The Young Elder Brain cannot move or be moved. ## Actions #### Mind Spike _Ranged Spell Attack:_ +8 to hit, range 120 ft., one target. **Hit:** 18 (4d8) psychic damage. #### Psychic Pulse _(Recharge 5–6)_ The Elder Brain emits a wave of psychic force. Each creature of its choice within 30 feet must succeed on a **DC 15 Intelligence saving throw** or take **18 (4d8) psychic damage**. On a successful save, the creature takes half damage. #### Psychic Command The Elder Brain targets one allied creature it can perceive within 120 feet. That creature may immediately move up to its speed and make one weapon attack as a reaction. ### Lair Actions On initiative count 20 (losing initiative ties), the Elder Brain takes one lair action. It cannot use the same lair action two rounds in succession. #### Grasping Tendrils Organic tendrils erupt from the floor. Choose one 15-foot-square area. Creatures in that area must succeed on a **DC 14 Strength saving throw** or become **Restrained**. A restrained creature may repeat the saving throw at the end of each of its turns. --- #### Psychic Feedback The hive lashes out: Choose one creature. It must succeed on a **DC 15 Wisdom saving throw** or suffer **9 (2d8) psychic damage** and have disadvantage on the next attack roll it makes before the end of its next turn. --- #### Nerve Surge One Neural Node begins pulsing violently. Until initiative count 20 of the next round, all creatures within 10 feet of that node treat the area as difficult terrain. --- # Neural Nodes The chamber contains **three Neural Nodes** connected to the Elder Brain. Each Node has: - **AC:** 13 - **HP:** 15 - Immunity to Psychic damage Whenever a Node is destroyed: - The Elder Brain immediately takes **10 psychic damage**. - Its **Psychic Pulse** damage is reduced by **1d8**. - The chamber shakes violently as the psychic network weakens. When all three Nodes are destroyed: - The Elder Brain loses access to **Psychic Pulse**. - It can no longer use **Psychic Command**. - Lair actions cease.