Psychic Evolution Chain

Ulitharid Evolution Chain

Intellect Devourer

Rare

Attributes

Tiny aberration

  • Armor Class 12
  • Hit Points 21 (6d4 + 6)
  • Speed 40 ft.

STR 6 (-2) DEX 14 (+2) CON 13 (+1) INT 12 (+1) WIS 11 (+0) CHA 10 (+0)

  • Skills Perception +2, Stealth +4
  • Senses blindsight 60 ft. (blind beyond this radius), passive Perception 12
  • Challenge 2 (450 XP)
  • Detect Sentience: The intellect Devourer can sense the presence and location of any creature within 300 feet of it that has an Intelligence of 3 or higher, regardless of interposing barriers, unless the creature is protected by a Mind Blank spell. 

Moves Learnt By Level

Lv.            Move                         Type
1               Claw                          Slashing
1               Swift Move                Common
6              Sleepwave                Psychic
11              Devour Intellect        Psychic
18             Vicious Mockery       Psychic
21             Moan                         Common
27             Longstrider               Common
36             Toughen                   Bludgeoning 
42             Teleport                    Psychic
47             Cause Fear               Common
53            Short Rest                  Psychic

Mind Flayer

Very Rare

Attributes

Medium aberration

  • Armor Class 15 (breastplate)
  • Hit Points 71 (13d8 + 13)
  • Speed 30 ft.

STR 11 (+0) DEX 12 (+1) CON 12 (+1) INT 19 (+4) WIS 17 (+3) CHA 17 (+3)

  • Saving Throws Int +7, Wis +6, Char +6
  • Skills Arcana +7, Deception +6, Insight +6, Perception +6, Persuasion +6, Stealth +4
  • Senses darkvision 120 ft., passive Perception 16
  • Challenge 7 (2,900 XP)

Moves Learnt By Level

Lv.             Move                          Type
1                Claw                           Slashing
1                Swift Move                 Common
6               Sleepwave                 Psychic
11               Devour Intellect         Psychic
18              Tentacle                     Piercing
21              Mental Wall               Psychic
27              Mind Blast                Psychic
36              Physical Ward          Psychic 
42              Teleport                    Psychic
47              Short Rest                 Psychic
53             Hold Monster            Common

Ulitharid

Very Rare

Attributes

Large aberration

  • Armor Class 15 (breastplate)
  • Hit Points 127 (17d10 + 34)
  • Speed 30 ft.

STR 15 (+2) DEX 12 (+1) CON 15 (+2) INT 21 (+5) WIS 19 (+4) CHA 21 (+5)

  • Saving Throws Int +9, Wis +8, Cha +9
  • Skills Arcana +9, Insight +8, Perception +8, Stealth +5
  • Senses darkvision 120 ft., passive Perception 18
  • Languages Deep Speech, Undercommon, telepathy 2 miles
  • Challenge 9 (5,000 XP)
  • Creature Sense. The ulitharid is aware of the presence of creatures within 2 miles of it that have an Intelligence score of 4 or higher. It knows the distance and direction to each creature, as well as each creature's Intelligence score, but can't sense anything else about it. A creature protected by a mind blank spell, a nondetection spell, or similar magic can't be perceived in this manner. 

Moves Learnt By Level

Lv.              Move                           Type
1                 Claw                            Slashing
1                 Swift Move                  Common
6                Sleepwave                 Psychic
11                Devour Intellect         Psychic
18               Tentacle                      Piercing
21               Mental Wall                Psychic
27               Mind Blast                 Psychic
36               Physical Ward           Psychic
42               Short Rest                 Psychic
47               Hold Monster            Common
53               Psychic Ray              Psychic

Beholder Evolution Chain

Gazer

Uncommon

Attributes

Tiny aberration

  • Armor Class 13
  • Hit Points 13 (3d4 + 6)
  • Speed o ft., fly 30 ft. (hover)

STR 3 (-4) DEX 17 (+3) CON 14 (+2) INT 3 (-4) WIS 10 (+0) CHA 7 (-2)

  • Saving Throws Wis +2
  • Skills Perception +4, Stealth +5
  • Senses darkvision 60 ft., passive Perception 14
  • Challenge 1/2 (100 XP)
  • Aggressive: As a Bonus Action, the gazer can move up to its speed toward a Hostile creature that it can see. 
  • Mimicry: The gazer can mimic simple sounds of Speech it has heard, in any language. A creature that hears the sounds can tell they are imitations with a successful DC 10 Wisdom (Insight) check. 
  • Floating Body: this creature has a permanent fly speed and has hover.

Moves Learnt By Level

Lv.               Move                            Type
1                  Tiny Bite                      Piercing
1                  Swift Move                   Common
6                 Dazing Ray                  Psychic
11                 Frost Ray                     Cold
18                Moan                          Common
21                Shove                        Common
27                Fear Ray                   Psychic
36                Bane                         Common 
42                Fly                             Common
47                Short Rest                 Psychic
53                Mind Ray                  Psychic

Spectator

Uncommon

Attributes

Medium aberration

  • Armor Class 14 (natural armor)
  • Hit Points 39 (6d8 + 12)
  • Speed 0 ft., fly 30 ft. (hover)

STR 8 (-1) DEX 14 (+2) CON 14 (+2) INT 13 (+1) WIS 14 (+2) CHA 11 (+0)

  • Skills Perception +6
  • Senses darkvision 120 ft., passive Perception 16
  • Challenge 3 (700 XP)

Moves Learnt By Level

Lv.                Move                             Type
1                   Tiny Bite                       Piercing
1                   Swift Move                    Common
6                  Dazing Ray                   Psychic
11                  Frost Ray                      Cold
18                 Fear Ray                       Psychic
21                 Confusion Ray             Psychic
27                 Wounding Ray             Necrotic
36                 Bite                              Necrotic 
42                 Fly                                Common
47                 Short Rest                    Psychic
53                 Paralyzing Ray             Psychic

Beholder

Very Rare

Attributes

Large aberration

  • Armor Class 18 (natural armor)
  • Hit Points 180 (19d10 + 76)
  • Speed 0 ft., fly 20 ft. (hover)

STR 10 (+0) DEX 14 (+2) CON 18 (+4) INT 17 (+3) WIS 15 (+2) CHA 17 (+3)

  • Saving Throws Int +8, Wis +7, Cha +8
  • Skills Perception +12
  • Senses darkvision 120 ft., passive Perception 22
  • Challenge 13 (10,000 XP)
  • Antimagic Cone. The beholder's central eye creates an area of antimagic, as in the antimagic field spell, in a 150-foot cone. At the start of each of its turns, the beholder decides which way the cone faces and whether the cone is active. The area works against the beholder's own eye rays.

Moves Learnt By Level

Lv.                 Move                              Type
1                    Tiny Bite                        Piercing
1                    Swift Move                     Common
6                   Dazing Ray                    Psychic
11                   Frost Ray                       Cold
18                  Fear Ray                        Psychic
21                  Confusion Ray              Psychic
27                  Wounding Ray              Necrotic
36                  Paralyzing Ray             Psychic
42                  Attack Reflector           Psychic
47                  Disintegration Ray       Force
53                  Death Ray                    Necrotic

Star Spawn Hulk Evolution Chain

Star Spawn Grue   Uncommon

Star Spawn Grue

Small aberration, neutral evil

  • Armor Class 11
  • Hit Points 17 (5d6)
  • Speed 30 ft.

STR 6 (-2) DEX 13 (+1) CON 10 (+0) INT 9 (-1) WIS 11 (+0) CHA 6 (-2)

  • Senses Darkvision 60 ft. , passive Perception 10
  • Challenge 1/4 (50 XP)
  • Aura of Madness⁠. Creatures within 20 feet of the grue that aren't Aberrations have disadvantage on Saving Throws, as well as on Attack rolls against creatures other than a star spawn grue. 

Moves Learnt By Level

Lv.                  Move                               Type
1                     Bite                                  Necrotic
1                     Swift Move                      Common
6                    Confounding Bite           Piercing
11                    Immunity (Psychic)         Common
18                   Shove                             Common
21                   Vicious Mockery            Psychic
27                   Cause Fear                    Common
36                   Dissonent Whispers     Psychic
42                   Sleepwave                    Psychic
47                   Mystic Bolt                     Psychic
53                   Phantasmal Killer          Psychic

Star Spawn Mangalor

Uncommon

Attributes

Medium aberration

  • Armor Class 14
  • Hit Points 71 (13d8+13)
  • Speed 40 ft., climb 40 ft.

STR 8 (-1) DEX 18 (+4) CON 12 (+1) INT 11 (+0) WIS 12 (+1) CHA 7 (-2)

  • Saving Throws Dex +7, Con +4
  • Skills Stealth +7
  • Senses Darkvision 60 ft. , passive Perception 11
  • Challenge 5 (1,800 XP)
  • Ambush. On the first round of each Combat, the mangler has advantage on Attack rolls against a creature that hasn't taken a turn yet.
  • Shadow⁠ Stealth. While in dim light or ⁠darkness, the mangler can take the Hide action⁠ as a bonus action⁠⁠. 

Moves Learnt By Level

Lv.                   Move                                Type
1                      Bite                                   Necrotic
1                      Swift Move                       Common
6                     Confounding Bite            Piercing
11                     Immunity (Psychic)          Common
18                    Vicous Mockery              Psychic
21                    Psychic Claw                   Psychic
27                    Flurry of Claws               Psychic
36                    Mystic Bolt                     Psychic
42                    Phantasmal Killer           Psychic
47                    Moan                               Psychic
53                    Teleport                           Common

Star Spawn Hulk

Rare

Attributes

Large aberration

  • Armor Class 16 (natural armor)
  • Hit Points 136 (13d10+65)
  • Speed 30 ft.

STR 20 (+5) DEX 8 (-1) CON 21 (+5) INT 7 (-2) WIS 12 (+1) CHA 9 (-1)

  • Saving Throws Dex +3, Wis +5
  • Skills Perception +5
  • Senses Darkvision 60 ft. , passive Perception 15
  • Challenge 10 (5,900 XP)
  • Psychic Mirror. If the hulk takes psychic damage, each creature within 10 feet of the hulk takes that damage instead; the hulk takes none of the damage. In addition, the hulk's thoughts and location can't be discerned by magic. 
  • Psychic Slam: When this creature uses 2X=Slam. If both attacks hit the same target, the target also takes 2d8 psychic damage and must succeed on a Constitution saving throw or be Stunned until the end of the target's next turn. 

Moves Learnt By Level

Lv.                    Move                                 Type
1                       Bite                                    Necrotic
1                       Swift Move                        Common
6                      Confounding Bite             Piercing
11                      Immunity (Psychic)           Common
18                     Vicous Mockery               Psychic
21                     Psychic Claw                    Psychic
27                     Flurry of Claws                Psychic
36                     Toughen                         Bludgeoning 
42                     2X-Slam                          Bludgeoning
47                     Expedious Step              Psychic
53                     Psychic Ray                    Psychic

Spring Eladrin Evolution Chain

Sprite

Uncommon

See Sprite

Spring Eladrin

Very Rare

Attributes

Medium fey (elf)

  • Armor Class 19 (natural armor)
  • Hit Points 127 (17d8+51)
  • Speed 30 ft.

STR 14 (+2) DEX 16 (+3) CON 16 (+3) INT 18 (+4) WIS 11 (+0) CHA 18 (+4)

  • Skills Deception +8, Persuasion +8
  • Senses Darkvision 60 ft., passive Perception 10
  • Challenge 10 (5,900 XP)
  • Fey Step: As a bonus action⁠, the Eladrin can teleport⁠ up to 30 feet to an unoccupied space it can see.
  • Joyful Presence. Any non-eladrin creature that starts its turn within 60 feet of the Eladrin must make a DC 16 Wisdom saving throw. On a failed save, the creature becomes Charmed by the eladrin⁠ for 1 minute. On a successful save, the creature becomes immune to any eladrin's Joyful Presence for 24 hours.
    Whenever the eladrin⁠ deals damage to the Charmed creature, it can repeat the saving throw, ending the effect on itself on a success.

Movers Learnt By Level

Lv.            Move                               Type
1               Longsword                      Slashing
1               Swift Move                      Common
8              Longbow                         Piercing
15             Toughen                          Bludgeoning 
19             Charm Person                Common
22            Mental Wall                     Psychic
28            Hideous Laughter           Common
35            Physical Ward                  Psychic
38             Confusion Ray                 Psychic
42             Twin Swords                   Slashing
48             Heal                                 Common
52             Teleport                           Psychic
56             Psychic Ray                     Psychic

Autumn Eladrin Evolution Chain

Sprite

Uncommon

See Sprite

Autumn Eladrin

Very Rare

Attributes

Medium fey (elf)

  • Armor Class 19 (natural armor)
  • Hit Points 127 (17d8+51)
  • Speed 30 ft.

STR 12 (+1) DEX 16 (+3) CON 16 (+3) INT 14 (+2) WIS 17 (+3) CHA 18 (+4)

  • Skills Insight +7, Medicine +7
  • Senses Darkvision 60 ft., passive Perception 13
  • Challenge 10 (5,900 XP)
  • Enchanting Presence. Any non-eladrin creature that starts its turn within 60 feet of the eladrin⁠ must make a DC 16 Wisdom saving throw. On a failed save, the creature becomes Charmed by the eladrin⁠ for 1 minute. On a successful save, the creature becomes immune to any eladrin's Enchanting Presence for 24 hours.
    Whenever the eladrin⁠ deals damage to the Charmed creature, the creature can repeat the saving throw, ending the effect on itself on a success.
  • Fey Step (Recharge 4-6). As a bonus action⁠, the eladrin⁠ can teleport⁠ up to 30 feet to an unoccupied space it can see.
  • Foster Peace. As a Reaction, If a creature Charmed by the eladrin⁠ hits with an Attack roll while within 60 feet of the eladrin⁠, the eladrin⁠ magically causes the attack⁠ to miss, provided the eladrin⁠ can see the attacker. 

Movers Learnt By Level

Lv.            Move                               Type
1               Longsword                      Slashing
1               Swift Move                      Common
8              Longbow                         Piercing
15             Toughen                          Bludgeoning 
19             Lesser Restoration         Radiant 
22            Mental Wall                     Psychic
28            Cure Wounds                  Common 
35            Physical Ward                  Psychic
38             Greater Restoration       Radiant
42             Twin Swords                   Slashing
48             Heal                                 Common
52             Teleport                          Psychic
56             Revivify                           Common