The Moon King Medium aberration, chaotic Evil Armor Class 17

17 Hit Points 110

110 Speed 30ft. fly 50ft strait up (rocket suit) STR DEX CON INT WIS CHA 15 (+2) 12 (+1) 7 (-1) 20 (+5) 19 (+4) 16 (+3) Condition Immunities Charmed, Blinded,

Charmed, Blinded, Senses passive Perception 18

passive Perception 18 Languages Common, Space, Moonspeak

Common, Space, Moonspeak Skills. Arcana +7, Deception +6, Insight +6, Perception +6, Persuasion +6

Arcana +7, Deception +6, Insight +6, Perception +6, Persuasion +6 Challenge 15 Helmet. The space king keeps a space helmet on at all times while not on the moon in order to be surrounded by the queens juices. The helmet has an AC of 10 and an HP of 15. When shattered, The Moon King spawns 1d4 Oblexs within 5 feet of him. They enter iniative at the bottom. While the Moon King is wearing his helmet, he has advantage to hit with all spell based attacks and to rolls made for concentration.

Two Tentacles. The Moon King can grapple two creatures at once. Innate Spellcasting (Psionics). The Moon Kings innate spellcasting ability is Intelligence (spell save DC 15). It can innately cast the following spells, requiring no components: At will: detect thoughts, levitate

1/day: dominate monster

Spellcasting.The Moon King's suit makes him a 12th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 16, +8 to hit with spell attacks). The alhoon has the following wizard spells prepared: Cantrips (at will): acid spray, dancing lights, mage hand, prestidigitation, shocking grasp

1st level (4 slots): detect magic, disguise self, magic missile, shield, Catapult.

2nd level (3 slots): invisibility, mirror image, scorching ray, aganazzar's Scorcher.

3rd level (3 slots): counterspell, fly, lightning bolt

4th level (3 slots): confusion, Evard’s black tentacles, phantasmal killer

5th level (2 slots): modify memory, wall of force

6th level (1 slot): disintegrate, globe of invulnerability

Actions Tentacles. Melee Weapon Attack: +9 to hit, reach 10 ft., one creature. Hit: 27 (4d10+5) psychic damage. If the target is Large or smaller, it is grappled (escape DC 14) and must succeed on a DC 17 Intelligence saving throw or be stunned until this grapple ends. Extract Brain. Melee Weapon Attack: +9 to hit, reach 5 ft., one incapacitated humanoid grappled by the Moon King. Hit: 55 (10d10) piercing damage. If this damage reduces the target to 0 hit points, the Moon King kills the target by extracting and devouring its brain.

Mind Blast (Recharge 5-6). The Moon King magically emits psychic energy in a 60-foot cone. Each creature in that area must succeed on a DC 17 Intelligence saving throw or take 31 (4d12+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.

The Moon king

Many years ago the Moon King left the underdark and escaped to the heavens with his Queen. Together they claimed the moon as their own, enslaving the population. For a time this was enough for the King, but his ambition outgrew him and he decided to wage a campaign against the planet below. He was tried again and again to conquer the Surface of the planet, but everytime he has failed. Despite his intellegence, he is prone to stupid and nonsensical plans. His current plan is to kidnap livestock such as oxen and cows in order to breed a new type of slave race.

The king worships his queen, and will do anything to ensure her happiness. The Moon queen is a unique elder brain with the ability to secret an ooze like essence which she can animate. Her favorite food is the memories of others, and so the king will go to gather them with his Extract brain ability and then transfer them to the ooze surrounding his queen.

Unlike other mind flayers, the Moon King enjoys more than just the brain of his victims. He will keep slurping his victims until they are no more than hollow husks.