Illithid

 

Species Name: Illithid, Mind Flayer

However and whenever it occurred, the Illithids arrived in the Material Plane thousands of years ago, immediately beginning to build an empire by enslaving many sentient creatures. Eventually, the primary slave race of the Illithids developed resistance to the mental powers of their masters, and revolted. The rebellion spread to all the Illithids' worlds in various dimensions, and the empire collapsed. The Illithids retreated to underground strongholds where they still dwell. These beings are feared throughout the Underground for their telepathic abilities and usually are not without two or more slaves, mentally bound to each individual mind flayer.

Type: Humanoid Squid

Physical Traits: Illithids have a humanoid body with an octopus-like head. They have four tentacles around a lamprey-like mouth, and require the brains of sentient creatures as part of their diet. An Illithid who snares a living creature in all four of its tentacles can extract and devour its living brain. Their eyes are pale white, and they can see perfectly well in both darkness and light. Their sense of hearing is slightly poorer than a human's; they have difficulty distinguishing between several sounds mixed together, yet they are good at discerning from what direction sounds came from. Their skin is purplish blue to gray-green and covered in mucus, and is very sensitive to sunlight. They loathe sunlight, though it does not actually harm them.

Height: 6 - 7 feet

Weight: 150-250lbs

Abilities: One of their most feared powers is the dreaded Mind Blast, where the Illithid emits a cone-shaped psionic shock wave with its mind in order to incapacitate any creature for a short amount of time. Illithids also have other psionic powers, generally telepathic in nature, although their exact effects have varied over editions. Other powers include a defensive psionic shield and powers of psionic domination for controlling the minds of others.

Mobility: Legs

Sensory Organs: Visual

Communication: Vocal

Reproduction: Illithids are hermaphroditic creatures who each spawn a mass of larvae two or three times in their life. The larvae resemble miniature Illithid heads or four-tentacled tadpoles. Larvae are left to develop in the pool of the Elder Brain. The ones that survive after 10 years are inserted into the brain of a sapient creature. Hosts are determined in a very specific manner. Hosts generally are humanoid creatures that are between 5 feet 4 inches and 6 feet 2 inches. The most desirable of races for hosts are Human, Drow, Elves, Githzerai, Githyanki, Grimlock, Gnoll, Goblinoid, and Orc. Upon being implanted, the larva then grows and consumes the host's brain, absorbing the host's physical form entirely and becoming sapient itself, a physically mature (but mentally young) Illithid. This process is called ceremorphosis.

INT: 3D6 +3, WIS: 3D6 +3, STR: 3D6 -3, DEX: 3D6, CON: 3D6 -3, CHA: 3D6, MR: 3D6, HPs: CON +D6

Orbit/Climate: See Earth

Feeding Habits: Omnivore

Lifespan: 125 years

Technology: Previously 9, now seemingly 2

Culture: Malevolent. Truly malicious race with no redeeming qualities at all. Currently, the Illithids are in a period of intense study and experimentation, gathering knowledge of all sorts that will enable them to eventually reconquer the universe and hold it for good. They frequently meddle in the politics of other races through subtle psychic manipulation of key figures, not to cause chaos but so as to better understand the dynamics of civilization. They regularly probe the minds of surface dwellers so as to gather intelligence and learn about new advances in magic and technology. They also do a good deal of research themselves, mainly focused on developing new psychic powers. Illithids regularly conduct raids on all sentient settlements to acquire new thralls, because their existing stock of sentient thralls do not breed fast enough to satisfy their food and labour needs. Typically, a group of mind flayers will teleport to the settlement and swiftly incapacitate them with their psychic powers. The captives will then be marched all the way to the Illithids' underground settlement by specially trained and conditioned thralls. Great care is taken to cover their tracks.

The only remaining Illithid city on Earth, Tellectus is ruled by a creature called an Elder Brain which lives in a pool of cerebral fluid in the city's centre. When an Illithid dies its brain is extracted and taken to the pool. Illithids believe that when they die their personality is incorporated into the Elder Brain, but this is not the case. When the brain of an Illithid is added to the Elder Brain, the memories, thoughts and experiences are consumed and added to the sum of the whole, but all else is lost. This fact is a closely guarded secret of the Elder Brains, since all Illithid aspire to a form of immortality through this merging process. Since the Elder Brain contains the essence of every Illithid that died in its community, it functions in part as a vast library of knowledge that a mind flayer can call upon with a simple telepathic call. The Elder Brain in turn can communicate telepathically with anyone in its community, issuing orders and ensuring everyone conforms. Illithids generally frown upon magic, preferring their natural psionic ability. Psionic potential is an integral part of the Illithid identity, and the Elder Brain cannot absorb the magical powers of an Illithid mage when it dies. They tolerate a limited study of wizardry, if only to better understand the powers employed by their enemies. However, an Illithid who goes too far and neglects his psionic development in favour of wizardry risks becoming an outcast. Denied the possibility of ever merging with the Elder Brain, such outcasts often seek their own immortality through undeath, becoming alhoons. Illithids typically communicate through psychic means. They project thoughts and feelings to each other in a way non-Illithids can scarcely comprehend.

Each mind flayer in the community likely has at least two slaves to do its bidding. In these communities, the number of slaves often far outstrips the number of mind flayers. All the slaves are under the effects of a charm person or charm monster, and obey their Illithid masters without question. When problems arise or the mind flayers wish to discover some secret, they form inquisitions. These inquisitions are made up of a team of mind flayers, not unlike an adventuring party – each mind flayer gives their own talents and abilities to achieve the inquisition's goal. If a situation is too large for just an inquisition to handle, the mind flayer community puts together a cult. A cult is much larger than an inquisition and is spearheaded by two mind flayers who constantly vie for the greater power within the cult. Although mind flayers willingly come together to achieve an end, they are always vying for more control in the community, but even then they are always beneath the elder brain.

Mind flayers hate sunlight and avoid it when possible. They live in underground cities of 200 to 2,000 Illithids, plus at least two slaves per Illithid. Mind flayers have no family structure. Their social activities include eating, communicating with the elder brain, and debating on the best tactics to conquer the Underground. For amusement, they inflict pain on their captives and force slaves to fight in gladiatorial games. Mind flayers are arrogant, viewing all other species only as cattle to be fed upon. They prefer to eat the brains of thinking creatures.

Government: Elder brain

Population: 815,550


 

Creating an Illithid character

Step 1: Attributes
Roll attributes as normal but then add +3 to INT and WIS, and -3 from STR and CON. Mana = INT + WIS x3. Mana is recovered at a rate of 10 per hour if remain active (but not using magic) and 20 per hour if asleep. Mana can however be permanently traded for HPs at a rate of 1 for 1. Hit points = CON +6, +6 per level.
Step 3: Skills

Choose skills in the normal manner according to the character's class.

Step 4: Abilities

Illithid gain all the following free;

Illithid Brain - All Illithids start with the power of Telepathy. They can mentally communicate with 1 person per 3 WIS (+1 per level) within his line of sight or 100 metre radius, +10 metres per level. From third level on he can create a multi linkup between all people that are communicating with.

Additionally Illithid start with 30 Points to spend on any of the following abilities. As they earns more experience they may buy or rebuy more abilities.

Ability Cost Notes
Control 5 The character can take control of the body and voice of any one victim per 5 WIS (+1 per level) within his line of sight.
Ego Attack 5 The character can attack a victim's mind through touch or line of sight causing 1 point of pain per WIS to the victim’s WIS. If this exceeds the victim’s WIS then he collapses for 1 melee per WIS, otherwise –1 on all rolls for every 2 WIS effected.
Fortitude 5 +1 Sanity save at levels 2, 5, 9, 11, 13 and 17.
Hold 5 A character with this power can telepathically freeze 1 victim per WIS (+1 victim per level) in a WIS x1 metre radius area (+1 metre per level). While frozen the victims cannot use their senses or even sense the passage of time. They wake up thinking nothing unusual has happened. The character can choose which people are frozen so he can interact with those who aren't.
Illusion 5 The character can create mental illusions identical to the Illusion power but only the victim can see it. Affect 1 person per 3 WIS within line of sight, +1 per level.
Mind Shield 5 This is the ability to completely block oneself or others from all mental attacks or probes. This will protect anyone from attacks aimed at the mind, neural system, and psyche. The character can shield himself and up to one other person within sight per 3 WIS.
Mind Wipe 5 By touching a victim the character can wipe any memory he desires. However the character cant just read all the victim's memories and pick one to erase. He must know ahead of time which memory he wants to remove. He cant affect memories he doesn't know about. The memory loss lasts for 1 day per WIS, +1 day per level.
Probe 5 The character can bond with another person via touch and learn everything the victim knows unless they save. The knowledge gained lasts for 1 minute per WIS, +1 minute per level. 
Sense Thoughts 5 The character can detect the location and number of any hidden lifeforms by their thoughts within a 30 metre radius (+5 metres per level) even if hidden by magic (unless save).
True Sight 5 The character can see the true image of any person or object regardless of any form of concealment, disguise, illusion or invisibility. This also includes the ability to detect whether it is magical, and whether it is harmful or helpful.
Step 5: Classes
Any but mage classes come more naturally.
Step 6: Disadvantages

Extremely distinctive features, +20.

 

 

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