Mind Warper

Scourge of consciousness, parasite to the intellect. The mind warper amplifies damage dealt to its host and ravages its mind, potentially possessing the afflicted and dictating its every move. Those who survive, even when resuscitated, are often left a shell of their former selves. The scars it leaves are nonphysical, and they run deep. Those who suffer a mind warper infection experience fever and delusion, their perception warped to the whims of the insidious disease. Only when exposed does the mind warper unleash its true power—deadly psychic energy that bites back against any attempts to cure it.


Tiny ooze, chaotic evil

Armor Class 5
Hit Points 242 (27d4 + 175)
Speed 0 ft.

1 (-5) 1 (-5) 25 (+7) 14 (+2) 20 (+5) 14 (+2)

Saving Throws Con +12, Wis +10, Cha +7
Skills Insight +10, Persuasion +12
Damage Resistances bludgeoning, piercing, slashing
Damage Immunities poison, psychic
Condition Immunities blinded, charmed, deafened, frightened, grappled, incapacitated, paralyzed, petrified, poisoned, prone, restrained, stunned, unconscious
Senses blindsight 90 ft. (blind beyond this radius), passive Perception 15
Languages telepathy 90 ft.
Challenge 14 (11,500 XP)


Brain Damage. A creature reduced to 0 hit points by the mind warper has its brain permanently damaged: the target’s Intelligence, Wisdom, and Charisma scores become 1 and the creature can’t cast spells, activate magic items, understand language, or communicate in any intelligible way.

This effect can only be ended by a greater restoration, heal, or wish spell.

Damage Transfer. When anything other than the mind warper deals damage to the infected creature, the mind warper takes half the damage dealt to the infected creature, and the infected creature takes the other half (before damage resistances and immunities are applied).

Sentient Disease. The mind warper is a microscopic, sentient disease. It cannot be targeted and can only be harmed when infecting a creature. While not within a host, the mind warper can infect any creature with an Intelligence of 4 or higher that comes within 90 feet of it. If the host is reduced to 0 hit points, the mind warper can infect a new creature in this manner. Creatures immune to disease can still be infected by the mind warper but have advantage on saving throws against it. If an infected creature is affected by a spell or effect that would remove a disease, the mind warper remains in the creature but loses 35 hit points. It may only infect a single creature at a time, and when the ooze is slain, the infected creature is cured of the disease.

Additionally, at the start of each of its turns, an infected creature can attempt a DC 20 Wisdom saving throw. On a success, the mind warper leaves the infected creature and infects a new creature with an Intelligence of 4 or higher within 90 feet. If there are no such creatures in range, the mind warper remains in its host but loses 35 hit points.

Vulnerable Psyche. When an infected creature takes damage other than psychic damage, it takes additional psychic damage equal to the damage taken. This additional damage is not split with the mind warper via the Damage Transfer feature.


Mind Spike. Melee Spell Attack: +10 to hit, reach 0 ft., one creature infected by the maleophage. Hit: 23 (4d8 + 5) psychic damage.

Possession (Recharge 5–6). The mind warper forces the creature it is infecting to attempt a DC 20 Wisdom saving throw or become possessed by the ooze. The target becomes incapacitated and loses control of its body, and the mind warper controls the body without depriving the target of awareness.

The possession lasts until the body drops to 0 hit points, the mind warper ends the possession as a bonus action, or the mind warper no longer infects the creature.

Psychic Scream (1/Short Rest). The mind warper unleashes a psychic wave of agony in a 60-foot radius centered on the creature it is infecting. Each creature other than the infected creature must succeed on a DC 20 Intelligence saving throw or be stunned for 1 minute. An affected creature can repeat this saving throw at the end of each of its turns to end the effect.

Ref: TPKB1 p170