The mindflayers of Shum’morak are an inventive lot, aiming their duergar slaves at special projects such as this unique vehicle. The mechanical mindflayer head takes the form of an oversized illithid, tentacles and all. The mindflayer pilots use viewing screens from within that access scrying sensors from around the head itself. The vehicle requires a crew of six illithids to use all of its features. Many of the gears and controls are built specifically for mindflayer control, rendering the vehicle nearly useless to non-illithids.
Equipment and Options. The chief function of the mindflayer head is to patrol illithid lairs and amplify the abilities of the mindflayers within. Special headrests built into the interior allow the mindflayers to use their mindblast power to a greater degree. The front tentacles can capture a Large or smaller creature, allowing its brain extractor to quickly remove the target’s brain. Then, the brain is used as fuel.
Mechanical Mindflayer Head
Huge Vehicle 15 ft. by 15 ft.
Creature Capacity 6 crew
Cargo Capacity crew and passengers’ normal gear
Travel Pace 6 miles per hour (144 miles per day)
Abilities Str 22 (+6), Dex 12 (+1), Con 18 (+4), Int 0, Wis 0, Cha 0
Damage Immunities poison, psychic
Condition Immunities blinded, charmed, deafened, exhaustion, frightened, incapacitated, paralyzed, petrified, poisoned, prone, stunned, unconscious
Actions
On its turn the mindflayer head can take 3 actions if it has six or more crew, 2 actions if it has three or more crew, or 1 action if it has fewer than three crew, choosing from the options below. It cannot take actions if it has no remaining crew.
Brain Extractor. The mechanical mindflayer head can use its brain extractor.
Mindblast (1/Turn). The mechanical mindflayer head can use its mindblast.
Move. The mechanical mindflayer can use its helm to move using its magical propulsion unit.
Tentacles. The mechanical mindflayer head can use its tentacles.
Hull
Armor Class 18
Hit Points 200 (damage threshold 10)
Control: Helm
Armor Class 16
Hit Points 25
Move up to the speed of the head’s magical propulsion unit, with one 90-degree turn. The helm can be attacked only if the hull has taken 100 or more damage. If the helm is destroyed, the mindflayer head can’t move.
Movement: Magical Propulsion Unit
Armor Class 16
Hit Points 100; -5 ft. speed per 25 damage taken
Speed (magical) flying speed 60 ft. (hover)
Weapon: Mindblast
Armor Class 14
Hit Points 50
Magical Attack: The mechanical mindflayer head emits a 90-cone of amplified psychic energy. Each creature in the area must succeed on a DC 16 Intelligence saving throw or take 40 (8d8 + 4) psychic damage and be stunned for 1 minute.
Weapon: Tentacles
Armor Class 15
Hit Points 50
Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 28 (4d10 + 6) bludgeoning damage plus 9 (2d10) psychic damage, and the target is grappled (escape DC 18) and must succeed on a DC 16 Intelligence saving throw or be stunned until this grapple ends.
Weapon: Brain Extractor
Armor Class 15
Hit Points 50
Melee Weapon Attack: +10 to hit, reach 5 ft., one incapacitated humanoid grappled by the mechanical mindflayer head. Hit: 55 (10d10) piercing damage. If this damage reduces the target to 0 hit points, the mechanical mindflayer head kills the target by extracting and storing its brain.
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Art by Wizards of the Coast