Elder Brain 5e | Dungeons And Dragons Monsters Guide

The Elder Brain was the last stage of the life cycle of a Mind Flayer.

A brine-filled pool was the home of the elder brain, which guided its community by filling them with dark dreams of illithid dominance.

Large Aberration (Mind Flayer), Typically Lawful Evil

Proficiency Bonus: +5
Armor Class: 10
Hit Points: 210 (20d10 + 100)
Speed: 5 ft., swim 10 ft.

STR – 15 (+2)
DEX – 10 (+0)
CON – 20 (+5)
INT – 21 (+S)
WIS – 19 (+4)
CHA – 24 (+7)

Saving Throws: Int +10, Wis +9, Cha+ 12

Skills: Arcana +10, Deception +12 , Insight +14, Intimidation +12, Persuasion + 12

Senses: blindsight 120 ft., passive Perception 14

Languages: understands Common, Deep Speech, and Undercommon but can’t speak, telepathy 5 miles

Challenge: 14 (11,500 XP)

Creature Sense: The elder brain is aware of creatures within 5 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 one’s Intelligence score, but can’t sense anything else about it.

A creature protected by a mind blank spell, a non detection spell, or similar magic can’t be perceived in this manner.

Legendary Resistance (3/Day): If the elder brain fails a saving throw, it can choose to succeed instead.

Magic Resistance: The elder brain has advantage on saving throws against spells and other magical effects.

Telepathic Hub: The elder brain can use its telepathy to initiate and maintain telepathic conversations with up to ten creatures at a time. The elder brain can let those creatures telepathically hear each other while connected in this way.


Tentacle: Melee Weapon Attack: +7 to hit, reach 30 ft., one target. Hit: 20 (4d8 + 2) bludgeoning damage.

If the target is a Huge or smaller creature, it is grappled (escape DC 15) and takes 9 (ld8 + 5) psychic damage at the start of each of its turns until the grapple ends.

The elder brain can have up to four targets grappled at a time.

Mind Blast (Recharge 5-6): Creatures of the elder brain’s choice within 60 feet of it must succeed on a DC 18 Intelligence saving throw or take 32 (5d10 + 5) psychic damage and be stunned for 1 minute.

A target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success

Spellcasting (Psionics): The elder brain casts one of the following spells, requiring no spell components and using Intelligence as the spellcasting ability (spell save DC 18):

At will: detect thoughts, levitate

3/day: modify memory

1/day each: dominate monster, plane shift (self only)

Bonus Actions

Psychic Link: The elder brain targets one incapacitated creature it senses with its Creature Sense trait and establishes a psychic link with the target.

Until the link ends, the elder brain can perceive everything the target senses. The target becomes aware that something is linked to its mind once it is no longer incapacitated, and the elder brain can terminate the link at any time (no action required).

The target can use an action on its turn to attempt to break the link, doing so with a successful DC 18 Charisma saving throw. On a successful save, the target takes 10 (3d6) psychic damage.

The link also ends if the target and the elder brain are more than 5 miles apart. The elder brain can form psychic links with up to ten creatures at a time.

Sense Thoughts: The elder brain targets a creature with which it has a psychic link.

The elder brain gains insight into the target’s emotional state and foremost thoughts (including worries, loves, and hates).

Legendary Actions

The elder brain can take 3 legendary actions, choosing from the options below. It can take only one legendary action at a time and only at the end of another creature’s turn. The elder brain regains spent legendary actions at the start of its turn.

Break Concentration: The elder brain targets one creature within 120 feet of it with which it has a psychic link. The elder brain breaks the creature’s concentration on a spell it has cast. The creature also takes 2 (ld4) psychic damage per level of the spell.

Psychic Pulse: The elder brain targets one creature within 120 feet ofit with which it has a psychic link. The target and enemies of the elder brain within 30 feet of target take 10 (3d6) psychic damage.

Sever Psychic Link: The elder brain targets one creature within 120 feet of it with which it has a psychic link.

The elder brain ends the link, causing the creature to have disadvantage on all ability checks, attack rolls, and saving throws until the end of the creature’s next turn.

Tentacle (Costs 2 Actions): The elder brain makes one Tentacle attack.

Frequently Asked Question of Elder Brain

Some people ask about Elder brain, so here’s the answer;

1. What Does An Elder Brain Want?

In general, an elder brain aims to make sure its community survives and thrives so it can thrive as well.

Since its community consists of mind flayers, that tends to be less than ideal, although sometimes the mind flayers disagree with other equally noxious factions.

2. What Does An Elder Brain Eat?

A Mind Flayer’s body is separated from its brain before being thrown into a spawning pool for consumption by the Elder Brain.

In Mind Flayer society, this is regarded as a great honor, since the Elder Brain absorbs all of the creature’s knowledge.

3. How Big Is The Elder Brain?

Despite the gradual increase in life force of tadpoles and the growth of illithid brains, an elder brain will never increase in size beyond ten feet in diameter.

4. What CR Is An Elder Brain?

Elder brains emit psychic energy magically. When a creature is within 60 feet of the elder brain, the creature must make a DC 18 Intelligence saving throw or it will be stunned for one minute and receive 32 (5d10+5) psychic damage.

I hope that you enjoyed this post about the Elder Brain and I hope that it was helpful to you. Thank you for taking the time to read this post.