Encephalon Gorger
Medium aberration, chaotic evil
Armor Class
16 (natural armor)
Hit Points
71 (11d8 + 22)
Speed
30 ft.
STR
12 (+1)
DEX
16 (+3)
CON
14 (+2)
INT
20 (+5)
WIS
15 (+2)
CHA
15 (+2)
Senses
darkvision 60 ft., passive Perception 15
Skills
Perception +5, Stealth +6
Languages
Common, Deep Speech, telepathy 120 ft.
Challenge
7 (2,900 XP)
Alien Mind. Encephalon gorgers can maintain concentration on 3 simultaneous spell effects.
Mindsense. The encephalon gorger is aware of the presence of creatures within 300 feet of it that have an Intelligence of 3 or higher. It knows the relative distance and direction of each creature, as well as the creature’s approximate Intelligence score (within 3 points). Creatures under the effects of magic that protects the mind cannot be detected by the encephalon gorger.
Mind Screen. The mind of an encephalon gorger is an alien and dangerous place. Should a creature attempt to scan the mind or read the thoughts of an encephalon gorger (with detect thoughts, telepathy, or the like), it must succeed on a DC 15 Intelligence saving throw or be driven insane, gaining a flaw from the Indefinite Madness table (see the SRD). On a successful save, the creature is confused for 1 minute (as the confusion spell).
Actions
Multiattack. The encephalon gorger makes two attacks with its claws and uses Mindfeed if it has a creature grappled.
Claws. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) slashing damage If the target is Medium or smaller, it is grappled (escape DC 16). Until this grapple ends, the target is restrained, and the encephalon gorger can only use its Mindfeed on the grappled creature and has advantage on attack rolls to do so.
Mindfeed. Melee Weapon Attack: +6 to hit, reach 5 ft., one creature that is grappled by the encephalon gorger. Hit: 7 (1d8 + 3) piercing damage, and the target must succeed on a DC 15 Intelligence saving throw, or take 33 (6d10), and the target’s Intelligence score is reduced by 1d4. The target dies if this reduces its Intelligence to 0. Otherwise, the reduction lasts until the target finishes a long rest.
Adrenal Surge (2/day). The encephalon gorger surges with adrenaline until the end of its turn. While under this effect, it gains a +2 bonus to its AC, it has advantage on Dexterity saving throw, and it gains an additional action on its turn (as the haste spell).