Illithid
Aberrations from an alien realm that lurk all places the sun doesn't shine, they feast on brains and seek to assimilate all into their hive mind.
Advantage on Int and Will saves, you can communicate to all hive members telepathically.

- •Claws.
2d4+6. On Hit: Riding
- •Steal Body.
(Must be riding target) the GM immediately spends one of the targets Actions to move or attack (weapon or cantrip)

- •Mind Blast(1 Use).
(12-Cone) DC 14 Int save. Fail: Dazed 1 Minute (Save Ends)
- •Extract Brain.
2d6 damage. On hit: Grappled; If the target is already Grappled this way, it takes d66 damage (ignoring defense/interpose).
- •Dominate.
DC 14 Will save. Fail: Dominated (Dominated: You have disadvantage on rolls, and the GM spends your first action. Ended by damage)
![Ulitharid [Fanart]](https://nimble-nexus.fly.storage.tigris.dev/paperforge/0760/100.png)
(1/Round) another non-minion illithid must Interpose for the ulitharid.
- •Conjure Tentacles.
Summon tentacle minions (1/Hero; d8), which act immediately. When a tentacle hits a target, it is Grappled (Escape DC 15). THEN:
- •Telekinesis.
Move a target 8 (4 on a DC 15 Str save/ Fail: Prone). This follows forced movement rules.
- •Mass Dominate(1 Use).
All targets that aren't dominated take 4d8 psychic (ignores armor and interpose) then DC 15 Will save, Fail: Dominated (Dominated: Disadvantage on all attacks, GM controls your first action. Ended by damage)

Each time the elder brain takes damage, you take half as much psychic damage (ignoring defend/interpose). The elder brain can read your thoughts.
- •Tentacle.
(Reach 4) 2d8+20 damage. On hit: Grappled (Escape DC 16)
- •Psychic Link.
2d8 psychic damage, DC 16 Will save. Fail: Psychic Link (save ends)
- •Sever Psychic Link.
(One psychically linked target) d88 psychic damage, concentration and psychic link both end.
- •Telekinesis.
Fly 4. Move a target 8 (DC 16 Str for 4/ Fail: Prone)
- •
At 50% HP, the elder brain uses psychic link against all heroes.
The elder brain is dying 150 damage and its dead. Until then, the elder brain can use its telekinesis for free each turn.