Mind Flayer — Psychic Predator of the Deep

A robed mind flayer with a mauve cephalopod-like head, pale eyes and four facial tentacles in a subterranean hall.

A coldly intelligent psychic predator that overwhelms minds, enslaves useful captives and feeds on the brains of thinking creatures.

The Mind Flayer is an intelligent subterranean aberration with a humanoid body, a cephalopod-like head and four flexible tentacles around a lamprey-like mouth. Its greatest weapon is not physical strength but psychic control. A mind flayer probes thoughts, attacks consciousness and isolates the most mentally vulnerable creature before closing to feed.

At a Glance

IdentityTelepathic brain-eating aberration and psychic slaver.
Size & typeMedium Aberration.
TemperamentCold, arrogant, calculating and ruthlessly utilitarian.
Combat rolePsychic controller that disables minds before using tentacles at close range.
Signature powersTelepathy, mental assault, psychic domination and cranial feeding.
SocietyUsually organised in hidden colonies built around communal psychic authority.
HabitatDeep cities, forgotten vaults, subterranean laboratories and planar outposts.
CR by edition5.5e: 7 · 5e: 7 · PF1e: 7 · 3.5e: 7.

Run It Tonight

Reveal the control network before the monster. Guards who answer without speaking, prisoners who defend their captors, or a scout suddenly repeating someone else’s thoughts all tell the party what kind of enemy is ahead. When combat begins, the mind flayer attacks the party’s ability to act together before risking its own body.

Rules by Edition







Mind Flayer

Medium Aberration, typically Lawful Evil

AC 16; Initiative +3 (13)
HP 95 (10d8 + 50)
Speed 30 ft.

STR
11 (+0)
DEX
16 (+3)
CON
16 (+3)
INT
20 (+5)
WIS
17 (+3)
CHA
16 (+3)

Saving Throws Int +8, Wis +6, Cha +6
Skills Arcana +8, Insight +6, Perception +6, Stealth +6
Resistances Psychic
Senses Darkvision 120 ft.; Passive Perception 16
Languages Deep Speech, Undercommon; telepathy 120 ft.
CR 7 (2,900 XP); PB +3

Traits

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

Psionic Speech. The mind flayer can communicate telepathically with any creature it can sense within 120 feet that knows at least one language.

Psychic Arts. The mind flayer can cast detect thoughts at will and levitate, suggestion or telekinesis once per day each, requiring no Material components. Intelligence is its spellcasting ability (save DC 16).

Actions

Multiattack. The mind flayer makes two Tentacle attacks or one Tentacle attack and one Psychic Lance attack.

Tentacle. Melee Attack Roll: +6, reach 5 ft. Hit: 11 (2d6 + 4) Psychic damage, and a Medium or smaller target is Grappled (escape DC 15). A Grappled target must succeed on a DC 16 Intelligence saving throw or have the Stunned condition until the start of the mind flayer’s next turn.

Psychic Lance. Ranged Attack Roll: +8, range 90 ft. Hit: 18 (4d8) Psychic damage.

Mind Pulse (Recharge 5–6). Each creature in a 30-foot Cone makes a DC 16 Intelligence saving throw. On a failure, it takes 27 (6d8) Psychic damage and has the Incapacitated condition until the end of its next turn. On a success, it takes half damage only.

Cranial Extraction. One Incapacitated Humanoid Grappled by the mind flayer takes 44 (8d10) Piercing and Psychic damage. If this damage reduces the target to 0 Hit Points, the mind flayer kills it and consumes the brain.

Mind Flayer

Medium aberration, lawful evil

Armor Class 16
Hit Points 95 (10d8 + 50)
Speed 30 ft.

STR
11 (+0)
DEX
16 (+3)
CON
16 (+3)
INT
20 (+5)
WIS
17 (+3)
CHA
16 (+3)

Saving Throws Int +8, Wis +6, Cha +6
Skills Arcana +8, Insight +6, Perception +6, Stealth +6
Damage Resistance psychic
Senses darkvision 120 ft., passive Perception 16
Languages Deep Speech, Undercommon, telepathy 120 ft.
Challenge 7 (2,900 XP)

Traits

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

Psionics. The mind flayer can cast detect thoughts at will and levitate, suggestion or telekinesis once per day each without material components (spell save DC 16).

Actions

Multiattack. The mind flayer makes two tentacle attacks.

Tentacles. Melee Weapon Attack: +6 to hit, reach 5 ft., one creature. Hit: 11 (2d6 + 4) psychic damage, and a Medium or smaller creature is grappled (escape DC 15). A grappled creature must succeed on a DC 16 Intelligence saving throw or be stunned until the start of the mind flayer’s next turn.

Psychic Bolt. Ranged Spell Attack: +8 to hit, range 90 ft., one target. Hit: 18 (4d8) psychic damage.

Mind Wave (Recharge 5–6). Creatures in a 30-foot cone make a DC 16 Intelligence saving throw, taking 27 (6d8) psychic damage and becoming incapacitated until the end of their next turn on a failure, or half damage on a success.

Consume Brain. One incapacitated humanoid grappled by the mind flayer takes 44 (8d10) piercing and psychic damage. If this reduces the target to 0 hit points, the brain is consumed.

Mind Flayer CR 7

XP 3,200
LE Medium aberration
Init +4; Senses darkvision 120 ft.; Perception +15

Defense

AC 19, touch 14, flat-footed 15 (+4 Dex, +5 natural)
hp 85 (10d8+40)
Fort +7, Ref +7, Will +10
Resist psychic effects +2 on saves; SR 18

Offense

Speed 30 ft.
Melee 4 tentacles +10 (1d4+2 plus grab)
Special Attacks brain feast, mind pulse

Statistics

Str 12, Dex 18, Con 18, Int 22, Wis 17, Cha 16
Base Atk +7; CMB +8 (+12 grapple); CMD 22
Feats Combat Casting, Improved Initiative, Iron Will, Skill Focus (Perception), Weapon Finesse
Skills Bluff +16, Knowledge (arcana) +19, Knowledge (dungeoneering) +19, Perception +15, Sense Motive +16, Spellcraft +19, Stealth +17
Languages Aklo, Undercommon; telepathy 100 ft.

Psionic Abilities

At will—detect thoughts
3/day—levitate, suggestion
1/day—telekinesis

Mind Pulse (Su). Once every 1d4 rounds, creatures in a 30-foot cone must succeed on a DC 20 Will save or take 6d8 points of psychic damage and be staggered for 1 round.

Brain Feast (Ex). If the mind flayer begins its turn grappling a helpless or unconscious humanoid, it can make a special attack against that creature. On a successful combat maneuver check, it deals 8d6 damage; a creature slain this way has its brain consumed.

Ecology

Environment underground and planar enclaves
Organization solitary, cell or colony
Treasure double

Mind Flayer

Medium Aberration

Hit Dice 10d8+30 (75 hp)
Initiative +4
Speed 30 ft. (6 squares)
Armor Class 18 (+4 Dex, +4 natural), touch 14, flat-footed 14
Base Attack/Grapple +7/+8
Attack tentacle +11 melee (1d4+1)
Full Attack 4 tentacles +11 melee (1d4+1 plus improved grab)
Special Attacks brain feast, mind pulse, psionics
Special Qualities darkvision 120 ft., spell resistance 18, telepathy 100 ft.
Saves Fort +6, Ref +7, Will +10
Abilities Str 12, Dex 18, Con 16, Int 22, Wis 17, Cha 16
Skills Bluff +16, Concentration +16, Hide +17, Knowledge (arcana) +19, Listen +16, Move Silently +17, Sense Motive +16, Spot +16
Feats Combat Casting, Improved Initiative, Iron Will, Weapon Finesse
Environment underground
Organization solitary, cell or colony
Challenge Rating 7
Treasure double standard
Alignment usually lawful evil

Compatibility Note

This is an original 3.5e compatibility build for this page. It does not reproduce an official Mind Flayer stat block.

Behaviour

Mind flayers treat other thinking creatures as resources: information, labour, breeding stock, political leverage or food. They rarely attack impulsively when domination, infiltration or a controlled retreat will produce more useful results.

In combat, they try to destroy cooperation. A fighter isolated from support, a spellcaster forced to defend against psychic pressure or a dominated guard turning on allies is more valuable than raw damage.

Signs Before Initiative

  • Guards respond to questions a moment before anyone visibly gives them orders.
  • Prisoners repeat identical phrases despite having been captured separately.
  • A chamber contains surgical restraints sized for humanoid heads.
  • Maps record populations and mental talents rather than wealth or military strength.
  • Animals move normally through a district that intelligent creatures avoid.
  • A telepathic warning arrives in a voice that does not belong to the recipient.

If Violence Starts

The mind flayer opens with its widest psychic control effect, then moves toward whichever enemy is disabled. It uses thralls as barriers, sacrifices dominated servants without hesitation and withdraws if the encounter stops serving its objectives.

Counterplay

Spread out before a psychic cone can catch the entire group. Intelligence-saving defenses, psychic resistance and effects that break charm or domination all matter. A stunned or incapacitated ally should be moved away from the mind flayer immediately rather than left within tentacle reach.

Destroying or freeing thralls can weaken the encounter before the creature itself is attacked.

Colonies and the Elder Mind

Mind flayers rarely build conventional families. A colony is organised through telepathy and shared purpose, often around an ancient communal intelligence that stores memory and directs long-term strategy. Individual flayers still compete for influence, but open disobedience is difficult when thoughts themselves can become evidence.

This network makes their settlements dangerous long before the party reaches the central chamber. A captured scout can compromise an expedition without ever speaking aloud.

Reproduction and the Neothelid

Mind flayer reproduction depends on a larval stage and a suitable host. When that cycle fails catastrophically and larvae survive without proper hosts, the result can eventually become a Neothelid—a colossal psychic worm that mind flayer colonies regard as an existential biological disaster.

Using a Mind Flayer in an Encounter

The obedient watch. Every guard at a city gate passes the same hidden message to the same unknown recipient.

The missing memories. Rescued captives remember everything except the route to the place where they were held.

The broken colony. A hidden enclave has gone silent, and the thing that destroyed it is worse than the mind flayers themselves.

The willing servant. One influential official is not dominated at all—they genuinely prefer the order and power the colony offers.

Related Creatures

Compare the Mind Flayer with the Intellect Devourer, Neothelid and other psychic threats in the Aberration Bestiary.

Rules Sources and Licensing

Mind Flayer and illithid are designated Product Identity in SRD 5.1 and are not open SRD monster content. The official 2014 and 2024 Monster Manual stat blocks are therefore not reproduced here.

All four rules panels on this page are original compatibility builds created for this entry around the familiar psychic-predator concept. They should not be represented as official Wizards of the Coast, Paizo or SRD statistics.

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