Sources
CR
Type
Size
Alignment
Movement

Intellect Snare

Small Aberration, Neutral Evil

Armor Class 14
Hit Points 99 (18d6 + 36)
Speed 0 ft., fly 45 ft. (hover)
STR
13
+1
DEX
18
+4
CON
15
+2
INT
23
+6
WIS
17
+3
CHA
11
+0
Saving Throws INT +9, WIS +6, CHA +3
Damage Immunities psychic
Condition Immunities Blinded, Charmed, Frightened, Prone
Senses blindsight 120 ft. (can't see beyond this radius), passive Perception 13
Languages Deep Speech, telepathy 120 ft.
Challenge 8 (3,900 XP)

Traits

Cacophony of Minds. Any creature that starts its turn within 30 feet of the intellect snare must succeed on a DC 17 Wisdom saving throw or have the incapacitated condition for 1 minute. An incapacitated creature can repeat the saving throw at the start of each of its turns, ending the effect on itself on a success. A creature that succeeds on the saving throw is immune to this intellect snare's Cacophony of Minds for 24 hours.

Magic Resistance. The intellect snare has advantage on saving throws against spells and other magical effects.

Actions

Multiattack. The intellect snare makes two Tentacle attacks.

Tentacle. Melee Weapon Attack: +9 to hit, reach 15 ft., one target. Hit:10 (1d8 + 6) force damage, and if the target is a Medium or smaller creature, the target has the grappled condition (escape DC 17).

Bonus Actions

Siphon Thoughts. The intellect snare targets one creature it is grappling. The target must make a DC 17 Intelligence saving throw, taking 21 (6d6) psychic damage on a failed save, or half as much damage on a successful one. The intellect snare then regains a number of hit points equal to the amount of damage taken.

Lore

When the strange horrors of the Far Realm rip at the minds of individuals, some of those wayward shreds of thought conglomerate to form an intellect snare. An intellect snare appears as a writhing ball of tentacles, echoing with the cacophonous sounds of every thought the snare has consumed.