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