BLUNTFELL THE INTELLECT DEVOURER

As part of “Masters of Eternal Night” the Thralltakers – a group of mind flayer bounty hunters – pursue the party and eventually attack them. In the original adventure, it was a trio of standard mind flayers – Noth, Vour and Skwusch – in a sled being pulled by a bloodhound intellect devourer – Bluntfel.  This is a basic intellect devourer but with the modifications from the adventure.  My PCs ended up using the collar on the Spike, the Wolficon.

BLUNTFELL THE INTELLECT DEVOURER
Large aberration, lawful evil
Armor Class 18 (psionic field)
Hit Points 42 (12d4 + 12)
Speed 40 ft.

STR DEX CON INT WIS CHA
6 (-2) 14 (+2) 13 (+1) 12 (+1) 12 (+1) 10 (+0)

Damage Immunity fire; bludgeoning, piercing and slashing from nonmagical weapon attacks (see the Aura trait).
Damage Resistance bludgeoning, piercing and slashing from magical weapon attacks (see the Aura trait).
Damage Vulnerabilities lightening (see the Aura trait).
Skills Perception +2, Stealth +4, Survival +5
Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks
Condition Immunities blinded
Senses Blindsight 60 ft. (blind beyond this radius), Passive Perception 12
Languages Deep Speech understands but can’t speak, Telepathy 60 ft.
Challenge 2 (450 XP)

Detect Sentience. Bluntfell can sense the presence and location of any creature within 300 feet of it that has an Intelligence of 3 or higher, regardless of interposing barriers, unless the creature is protected by a mind blank spell.
Psionic Bloodhound. Bluntfell can track prey using a psionic scent. It has advantage on tracking these targets and once a target is acquired it never loses the scent while on the same plane.
Special Equipment: Psionic Collar. Bluntfell constantly emanates a psionic field that renders it immune to normal and magical fire; this field also reduces its damage from lightning to 1 point per die of damage rolled. In addition, it is immune to nonmagical weapon attacks. Magical weapons only inflict 1 point of damage per successful strike and it gains an AC of 18. Finally, a death spell is only 25% likely to succeed, but a power word: kill remains effective. The collar also allows Bluntfell to change sizes as directed by his mind flayer masters. It can change size categories from Tiny too Large. If reduced to Tiny a side effect of the change will show the wearer of the collar as a toddler of its race (so a wolf will look like a puppy). The color is made from dragon-fire burnished adamantium and has the name “Bluntfel” on it. The collar is currently set to “Large”.

ACTIONS
Multiattack. Bluntfell makes one attack with its claws and uses Devour Intellect.

Claws. Melee Weapon Attack: +4 to hit, reach 5 ft., one target.
Hit: 7 (2d4 + 2) slashing damage.

Devour Intellect. Bluntfell targets one creature it can see within 10 feet of it that has a brain. The target must succeed on a DC 12 Intelligence saving throw against this magic or take 11 (2d10) psychic damage. Also, on a failure, roll 3d6: If the total equals or exceeds the target’s Intelligence score, that score is reduced to 0. The target is stunned until it regains at least one point of Intelligence.

Body Thief. Bluntfell initiates an Intelligence contest with an incapacitated humanoid within 5 feet of it that isn’t protected by protection from evil and good. If it wins the contest, the intellect devourer magically consumes the target’s brain, teleports into the target’s skull, and takes control of the target’s body. While inside a creature, the intellect devourer has total cover against attacks and other effects originating outside its host. The intellect devourer retains its Intelligence, Wisdom, and Charisma scores, as well as its understanding of Deep Speech, its telepathy, and its traits. It otherwise adopts the target’s statistics. It knows everything the creature knew, including spells and languages.

If the host body dies, the intellect devourer must leave it. A protection from evil and good spell cast on the body drives the intellect devourer out. The intellect devourer is also forced out if the target regains its devoured brain by means of a wish. By spending 5 feet of its movement, the intellect devourer can voluntarily leave the body, teleporting to the nearest unoccupied space within 5 feet of it. The body then dies, unless its brain is restored within 1 round.

LOOT
Psionic Collar (see special equipment).

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