1. Races

Mind Flayer

Medium Aberration, Lawful Evil
AC 15
Initiative +4 (14)
HP 99 (18d8 + 18)
Speed 30 ft., Fly 15 ft. (hover)
mod
save
mod
save
mod
save
Str
11
+0
+0
Dex
12
+1
+4
Con
12
+1
+1
Int
19
+4
+7
Wis
17
+3
+6
Cha
17
+3
+6
Skills Arcana +7Insight +6Perception +6Stealth +4
Resistances Psychic

Gear Breastplate Armor

Senses Darkvision 120 ft., Passive Perception 16
Languages Deep Speech, Undercommon; telepathy 120 ft.
CR 7 (XP 2,900; PB +3) 

Traits

Magic Resistance. The mind flayer has Advantage on saving throws against spells and other magical effects.

Actions

Spellcasting. The mind flayer casts one of the following spells, requiring no spell components and using Intelligence as the spellcasting ability (spell save DC 15):

Tentacles. Melee Attack Roll: +7, reach 5 ft. Hit: 22 (4d8 + 4) Psychic damage. If the target is a Medium or smaller creature, it has the Grappled condition (escape DC 14) from all the mind flayer's tentacles, and the target has the Stunned condition until the grapple ends.

Extract Brain. Constitution Saving Throw: DC 15, one creature that is Grappled by the mind flayer's Tentacles. Failure: 55 (10d10) Piercing damage. Success: Half damage. Failure or Success: If this damage reduces the target to 0 Hit Points, the mind flayer kills it and devours its brain.

Mind Blast (Recharge 5–6). Intelligence Saving Throw: DC 15, each creature in a 60-foot ConeFailure: 31 (6d8 + 4) Psychic damage, and the target has the Stunned condition until the end of the mind flayer's next turn. Success: Half damage only.

Habitat: Underdark

Treasure: Arcana
Source: MM'25, page 214.