Illithidarch of the Mire

Swamp folk tell of pale scholars who rose from the bog to command storms of arcane lightning. Old journals speak of explorers who traded knowledge for longevity only to find their minds hollowed and their spells stolen. Druids sing dirges for broken ley lines where an illithidarch once fed.

MediumHumanoid(Aberration)CR HardLawful Evil

Illithidarch of the Mire

psionicspellstealercontrollerswamp
HP168AC18SPD40 ft., Climb 20 ft., Swim 30 ft.CR11 (7,200 XP)ArcanaHistoryInsightPerception
STR
18
DEX
22
CON
20
save
INT
24
save
WIS
16
save
CHA
14
Arcane Leech. If the illithidarch is within 30 feet of a visible magical focus or an active lair pylon it gains a bonus to spell attack rolls and its Spell Siphon reaction DC increases by 2.
Dual Focus. The illithidarch can concentrate on two spells at once. If it does, it suffers disadvantage on saving throws and attack rolls but it can maintain both concentrations. Each round the illithidarch maintains two concentrations it takes 5 psychic damage.
Arcane Appetite. The illithidarch is healed by arcane energies. Whenever a creature within 30 feet casts a spell of 1st level or higher, the illithidarch gains temporary hit points equal to the spell's level, up to a maximum of 30 temporary hit points.
Great Tentacle Slam. Melee Weapon Attack: to hit, reach 10 ft., one target. Hit: 17 () bludgeoning damage plus 10 () psychic damage. If the target is a creature, it must succeed on a Intelligence saving throw or be stunned until the end of the Illithidarchs next turn. While stunned this way the creature is also vulnerable to psychic damage from the Illithidarch.
Arcane Hunger Cone. The illithidarch exhales a concussive wave of raw arcane hunger in a 60-foot cone. Each creature in that area must make a Intelligence saving throw. On a failed save a creature takes 45 () psychic damage and the illithidarch regains hit points equal to half the psychic damage dealt. On a successful save a creature takes half as much damage and the illithidarch regains no hit points. The cone warps nearby nonmagical objects and dispels weak enchantments as if a 3rd level dispel magic had been cast centered on the illithidarch (save ). Once the illithidarch uses this feature, it cannot use it again until it finishes a short or long rest.
Siphoning Domination. The illithidarch targets one creature it can see within 120 feet. The target must succeed on a Intelligence saving throw or become dominated for 1 minute. While dominated the target perceives the illithidarch as an allied leader and will obey simple commands. The dominating effect ends early if the illithidarch is incapacitated, if the target is forced more than 300 feet away, or if the illithidarch uses Great Tentacle Slam against the target. A dominated creature can repeat the saving throw at the end of each of its turns, ending the effect on a success. The illithidarch can have only one creature dominated by this ability at a time.
Spell Siphon. When a creature the illithidarch can see casts a spell within 60 feet, the illithidarch can use its reaction to attempt to siphon the spell's energy. The caster must make a Intelligence saving throw. On a failed save the spell fizzles and is countered and the illithidarch regains hit points equal to the spell's level times 5. On a success the spell resolves normally and the illithidarch cannot use this reaction again until the start of its next turn.
Mind Step. Mind Step. The illithidarch teleports up to 30 feet to an unoccupied space it can see and makes a Great Tentacle Slam attack.
Quick Cantrip (Costs 2 Actions). Cast a cantrip. The illithidarch casts one cantrip from its spell list.
Consume Warding (Costs 3 Actions). Consume Warding. The illithidarch activates a stored arcane charge to gain total cover until the start of its next turn or to immediately end one condition affecting it.
Cantrips
Cantrips and UtilityVarious Standard wizard utility spells prepared for battlefield control and defense. Examples include counterspell, dispel magic, fly, greater invisibility, and animate objects which the illithidarch uses to animate swamp debris or corpses.
2nd level
MiststepConjuration The illithidarch instantly teleports to any visible unoccupied space within 120 feet. It often uses Miststep to escape or reposition in the marsh.
3rd level
MindshroudIllusion An illusion that manifests the illithidarch's many memories as flickering copies to confuse foes. Creatures that fail a Wisdom save have disadvantage on attacks versus the real illithidarch for 2 rounds.
4th level
Telekinetic BlastEvocation A cone of telekinetic force that pushes creatures 10 feet and deals 5d8 force damage. The illithidarch often uses this to separate casters from their allies.
Memory RendNecromancy A targeted psychic blast forcing an Intelligence save. On failure the target takes 6d8 psychic damage and the illithidarch learns the target's surface memories for the last 24 hours.
5th level
Arcane BulwarkAbjuration The illithidarch weaves a complex barrier that grants it and up to three dominated allies full cover for 1 round or grants resistance to all damage types for 1 round.
6th level
MindstormEnchantment A 60-foot cone or 90-foot line of maddening whispers that deals 10d8 psychic damage on a failed save and stuns for one round on a critical fail. The illithidarch uses this as a primary opener when multiple grouped enemies are present.
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