The mind flayer doesn’t require air, food, or sleep.
While in sunlight, the mind flayer has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.
The mind flayer can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check
- •Claw.2d8+7 .
Reach 1.
- •Tentacles.1d12+4.
Reach 1. Target is grappled on hit.
- •Drink Sapience.4d6.
The mind flayer targets one creature it is grappling. The target must succeed on a DC 15 Wisdom saving throw or take 14 (4d6) psychic damage and gain 1 level of exhaustion. The mind flayer regains a number of hit points equal to the psychic damage dealt.
- •Disrupt Psyche (1 use).
The mind flayer magically emits psionic energy in a 30-foot-radius sphere centered on itself. Each creature in that area must succeed on a DC 15 Intelligence saving throw or be dazed for 1 minute. The dazed creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.