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The Thought-Drinker

Medium aberration, lawful evil

AC
15
HP
85
Speed
CR
7

A gaunt, tentacled being with a bulbous head and pale, slick skin. It feeds on the psychic energy of sentient creatures, draining memories and intellect with its parasitic mind-link. Thought-drinkers build vast underground lairs where they keep herds of captive thinkers.


Armor Class 15 (psychic field)

Hit Points 85


STR
11 (+0)
DEX
12 (+1)
CON
12 (+1)
INT
19 (+4)
WIS
17 (+3)
CHA
17 (+3)

Senses darkvision 60 ft., passive Perception 14

Languages Deep Speech, telepathy 60 ft.

Challenge 7


Traits

Psionic Communion. The thought-drinker can communicate telepathically with any creature it can see that has a language, even if they do not share a language.

Innate Spellcasting (Psionics). The thought-drinker's innate spellcasting ability is Intelligence (spell save DC 15). It can innately cast the following spells, requiring no components: At will: detect thoughts, mage hand (invisible) 1/day each: dominate monster, plane shift (self only)

Actions

Psychic Torment. Melee or Ranged Spell Attack: +7 to hit, reach 5 ft. or range 60 ft., one creature. Hit: 18 (4d6 + 4) psychic damage.

Mind Drain. One creature within 60 feet of the thought-drinker must make an Intelligence saving throw (DC 15). On a failed save, the target takes 25 (4d10 + 3) psychic damage and is stunned until the end of the thought-drinker's next turn. On a successful save, the target takes half as much damage and is not stunned.

Bonus Actions

Command Thought. The thought-drinker targets one creature within 60 feet that it has detected with detect thoughts. The target must succeed on a Wisdom saving throw (DC 15) or use its reaction to move up to half its speed in a direction of the thought-drinker's choice.

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Further reading

Jetpack7 Game Master Series
The Game Master's Book of Random Encounters
Jeff Ashworth · 2020
The Game Master's Book of Traps, Puzzles and Dungeons
Jeff Ashworth · 2022
The Game Master's Book of Legendary Dragons
Aaron Hübrich · 2022