
The master mind flayer has a base AC of 0 and a stronger weapon attack, along with 5 tentacle attacks it is otherwise identical to its previous form in many aspects.
has a head, a couple of arms, and a torso. Weapon 1d8, Tentacle 2d1 int drain, Tentacle 2d1 int drain, Tentacle 2d1 int drain, Tentacle 2d1 int drain, Tentacle 2d1 int drain On occasion however, the function that chooses which humanoid monster should be generated totally ignores the difficulty of the monster it produces and creates a (master) mind flayer. These "minesflayers" are the result of the Mines levels specifying that one random humanoid ( h) monster should be generated at normal level creation this is almost always a dwarf, hobbit, or bugbear. They are also valid polymorph forms, meaning that you may encounter one far earlier in the dungeon either as the guise of a shapeshifter or the result of a polymorph trap.īoth types of mind flayer are notorious for potentially generating upon entering a floor of the Gnomish Mines, where they are normally far too high difficulty to appear. Randomly-generated mind flayers and master mind flayers are always generated hostile.
If you have telepathy and are within sight or telepathy range of a mind flayer, it will cause a wave of psychic energy to pour over you - a mindflayer that is hostile or under the effects of conflict will "lock on" to your mind or telepathy for d15 damage, which is affected by half spell damage a peaceful or tame mind flayer will attack other monsters the same way, but also produces "soothing" energy that is harmless to you. They will occasionally concentrate and release a blast of psychic energy, and can sense if you have telepathy yourself-"a faint wave of psychic energy" is a sign that one is present on the level.
Mind flayers move at the same speed as an un-hasted, unburdened player character and can wear all armor.