Bestiary · Aberration

Myr'Khruul Adept

An Adept has finished an Invoker's training and has not yet been given a brood of its own to hold. The Mindmaesters give it the problems they will not spend time on, such as a hold that has stopped reporting or a captive whose mind resisted the first reading. Its tendrils have lengthened and its eyes have gone flat. It addresses other Myr'Khruul in silence and other creatures in a voice it copied from someone.

Myr'Khruul Adept, drawn at Medium scale
Physiology
Aberration
Size
Medium
Speed
30 ft.
Armor class
17 (layered chitin)
Hit points
135 (18d8 + 54)
Proficiency
+3
  • STR 12 +1 save +1
  • DEX 15 +2 save +2
  • CON 17 +3 save +3
  • INT 20 +5 save +8
  • WIS 18 +4 save +7
  • CHA 16 +3 save +6
Skills
Arcana +8 , Deception +6 , Insight +7 , Perception +7
Passive Perception
17
Senses
darkvision 120 ft., telepathy 120 ft.
Languages
Myr, Common
Damage resistances
psychic
Condition immunities
charmed , frightened
Found in
Subterranean , Derelict Hull , Station Interior

Traits

  • Surface Thoughts

    It knows the surface thoughts of every creature within 60 feet that is not immune to being Charmed, and it has advantage on Insight checks against them.

  • Hive Link

    While another Myr'Khruul is within 120 feet, it has advantage on saving throws against being Stunned or Incapacitated.

  • Borrowed Voice

    It can reproduce any voice it has heard. A creature that hears it makes an Insight check against DC 17 to tell the difference.

Actions

  • Multiattack

    It makes two Tendril attacks and uses Mind Probe if it is available.

  • Tendril

    +5 to hit · reach 10 ft.

    2d8 + 2 psychic damage

    A strike from one of its tendrils.

  • Mind Probe

    DC 16 Intelligence save

    One creature it can see within 60 feet makes an Intelligence saving throw, taking 6d8 psychic damage and being Stunned until the end of its next turn on a failure, or half as much damage and nothing else on a success. On a failure the Adept learns one thing the target knows. Recharges after it rolls a 5 or 6 on a d6 at the start of its turn.

  • Suggestion Bonus action

    DC 16 Wisdom save

    One creature within 60 feet makes a Wisdom saving throw. On a failure it must use its next turn moving toward or away from a point the Adept chooses, and takes no other action.

  • Flinch Reaction

    DC 16 Wisdom save

    When it is targeted by an attack it can see, the attacker makes a Wisdom saving throw or has disadvantage on the roll.