Intellect Devourer (/ˈɪntᵊlɛkt dɪˈvaʊərə/)
Mind Flayer pet, a Brain on Legs
A human-sized brain, set on bestial clawed legs.An intellect devourer resembles a walking brain protected by a crusty covering and set on bestial clawed legs. This foul aberration feeds on the intelligence of sentient creatures, taking over a victim's body on behalf of its Mind flayer masters. Illithid Creations. Mind flayers breed intellect devourers to serve as roaming hunters of the Underdark, creating an intellect devourer by taking the brain of a thrall and subjecting it to a horrible ritual. As it sprouts legs, the brain becomes an intelligent predator as twisted and evil as its masters. Deadly Puppet Masters. An intellect devourer consumes a creature's mind and memories, then turns the host body into a puppet under its control. An intellect devourer typically uses its puppet host to lure others into the domain of the mind flayers to be enthralled or consumed.
The party fought an intellect devourer in the tunnels under the @ruin which turned out to be holding an intellect devourer inside of it... which almost took over Barlo.
Basic Information
Anatomy
“Don't cry. We have no intention of eating your brain. In fact, your brain is going on a wonderful journey!”Description They looked like little more than disembodied large humanoid brains that could walk on a set of four bestial double-jointed bony legs with feet bearing three stubby talons. Though their size was variable thanks to their psionic compression power, they ranged in size from 6 inches (15 centimeters) long, to about as big as dogs. Despite their appearance, they could move and attack with shocking speed. Their brain matter was protected under a crusty coating or a glistening, clear membrane. They made warbling sounds.
Genetics and Reproduction
Growth Rate & Stages
- Intellect devourers are not sexually dimorphic, meaning that there is no physical difference between males and females.
- The brain grubs that hatch from intellect devourer eggs are all identical to each other. Intellect devourers can only reproduce with other intellect devourers.
- The brain grubs that hatch from intellect devourer eggs are not fully sentient until they have fed on the brain of a sentient creature.
Ecology and Habitats
Ecology
“Oh, no, wait! I've got it! Send a Mind flayer or, better yet, an intellect devourer! It'll starve, you know, because you're driving me crazy!”The intellect devourer, as the name suggested, consumed the intelligence of sentient creatures, which could be in death or by subtle harvesting. Nevertheless, they would feed until the victim was no more than a mindless husk. The intellect devourers' means of reproduction was understandably a mystery to most surface dwellers. In fact, illithids bred intellect devourers by subjecting the brain of one of their thralls to a ritual in which the brain sprouted legs and became an independent, intelligent predator. The process involved immersing the brain in a 'spawning pool' containing a glowing green brine that would magically transmute the brain into a devourer over a few days. The process could be unreliable; the Mind flayer Nihiloor saw nine in ten of these brains rot and die instead. The illithids created intellect devourers from the brains they elected not to eat themselves. However, it was also reported that intellect devourers arose from the remaining brains of creatures slain by other intellect devourers. In this version, they seemed to be psychic parasites spawned by the insanity of the Far Realm and they still bore its taint. Either way, the newly created aberration began its existence in a larval form called an ustilagor. Mature intellect devourers did not protect or Aid them, and would even eat them. These ustilagor lived like rats and other vermin, only scavenging off the mental energies of bigger creatures and were farmed as a delicacy by illithids unless raised to maturity. An ustilagor that consumed the brain of a psionic creature would become an adult. A mature intellect devourer, also called an intellect predator to distinguish it from the other stages of life, operated similarly to a Wolf. They hunted in packs known as 'pods' of up to four specimens, but they could also be found alone or in pairs. However, it was unusual for them to operate together like this. Rarely, an intellect predator that lived a long time and grown massive on consumed intelligence underwent a second metamorphosis, becoming what was known as an intellect glutton or brain collector. Too big to take a host body, these were powerful creatures in their own right. Some sages wondered if kalmari were related somehow to intellect devourers.
Habitats
These predators were found prowling the underground and in the Underdark, independently and in service to the illithids. They were usually found near other aberrant beings, particularly the mind flayers. However, they might also be found in their own dark bleak dens in the wilds. Naturally, intellect devourers might be found hunting in Undermountain, including in the areas of Maddgoth's Castle. Intellect devourers could also be encountered in the Astral Plane and Ethereal Plane. In the Abyss, they could be found in Shedaklah, the Slime Pits, the 222 layer of the Abyss.Dietary Needs and Habits
- Intellect devourers do not need to eat in the traditional sense. They can survive for long periods of time on the memories and emotions of their prey.
- Intellect devourers are attracted to intelligent creatures. They can sense the intelligence of their prey, and they are drawn to it.
- Intellect devourers are not very powerful creatures in terms of physical strength. However, they are very intelligent and cunning, and they use their psionic powers to their advantage.
- Intellect devourers are a threat to any sentient creature. They are intelligent, cunning, and deadly predators.
Biological Cycle
Behaviour
Behavior
The intellect devourer had a kind of split personality, enabling it to perform different actions simultaneously. They were only active when it was dark.Tactics
Intellect devourers would wander through tunnels and caves on the hunt for sentient prey. They were particularly alerted to the presence of psionic energy and creatures that possessed psionic ability; the greater the target's intelligence, the more like they were to attack. When they sensed prey, they stalked them or else concealed themselves, using their powers to aid them, then waited for their chosen victim to be alone. They would then attack with all their psychic powers, before charging in and pouncing to finish the target off with their claws. Thanks to their split personality, they had no issue with using claws and psionics simultaneously. Afterward, the intellect devourer could seize the victim as a host and thereby infiltrate areas that offered it even more sentient minds to prey upon. If they found themselves seriously threatened, they would retreat for their own safety. They could also be driven off with a bright light, including from a natural fire.Additional Information
Uses, Products & Exploitation
Usage
Illithids used their intellect devourers for hunting. Normally, they had them possess and puppeteer the bodies of their victims and then use them to lure other creatures into the illithids' hunting grounds, so the mind flayers could consume their brains themselves or dominate them as new thralls. Otherwise, they kept them as guard beasts and even as pets, while an intellect glutton might be ridden as a mount. More generally, other intelligent creatures who dared to use intellect devourers would set them to work as guardians or as predators for some purpose. By taking a host body and posting as their last victim, they made for excellent spies. The body parts of intellect devourers could be utilized as material components in potions and magic items associated with mind control and ESP. Dried blood of intellect devourer (or brain mole, or formian) was a possible component in a sending. A whole body was needed for a certain potion that bolstered one's psionics attack and defense powers. Most notably, the brain of an intellect devourer was a key reagent in the cure for the disease known as the Wailing Death.Harvesting
instructionsDC | Item | Description | Value | Weight | Exp. | Crafting |
---|---|---|---|---|---|---|
15 | Intellect Devourer Brain Fluid (vial) | An intellect devourer's brain fluid is a thick, clear fluid with a pink tint. The fluid is produced by tissues lining the ventricles of the brain. The fluid begins to dry quickly after death and must be harvested quickly. The fluid is useful to alchemists and artificers (especially those with an interest in flesh golems). Use: As an action a creature may drink a vial of brain fluid. That creature must make a DC 12 Intelligence saving throw. On a failure, it becomes stunned for 1 minute as its mind struggles to grasp with a sudden rush of information. On a success, the creature learns the identity of who the intellect devourer used to be, as well as one key memory (DM discretion). The memory may be something that the intellect devourer knew in its original life, or something it learned after becoming an intellect devourer (i.e. the location of a mind flayer's lair). | 5 gp | 1 lb. | 7 days | - |
20 | Intellect Devourer Pineal Gland | The pineal gland plays a strong roll in the Intellect Devourer's mental abilities. It is a fragile gland that may rupture if harvested incorrectly. The gland is a small, pea-shaped ball located in the middle of the brain. The gland is values by spellcasters and individuals studying psionics. Artificers may also be able to harness something from the small gland. Alchemists use the gland as an ingredient in certain potions. | 15 gp | 1 lb. | 2 days | - |
20 | Living Brainstem | Living is a strong word in this case. Used here, it really means that the brain still has some capacity for interaction and response to stimuli, due largely to the dark rituals used to transform it into an intellect devourer. While it would be much more merciful to put the brain out of its misery by destroying it entirely, it still offers some use for an adventurer with a strong stomach. Use: For 6 hours after an intellect devourer's death, its main brain continues to send weak signals of psionic wavelengths. When the brain is worn directly on top of a humanoid's head, that humanoid becomes immune to the detect sentience ability of intellect devourers. Instead, an intellect devourer that detects that humanoid will assume that humanoid is a host of a living intellect devourer and will treat them accordingly. However, an intellect devourer that can see without using its blindsight will still notice that a humanoid is wearing a brain on the top of their head and will also react accordingly. | 12 gp | 6 lb. | 2 days | - |
This kind of creature does not normally carry treasure. This kind of creature does not normally have or collect treasure. However, the creature may have a lair full of bodies, or reside somewhere that treasure already exists.
This creature produces 1 piece of Harvested Meat, weight total of 48 lb. DC: 5, Expire: 1 day, Value: 2 sp The meat of many monsters is considered vile and distasteful. Monstrosities and aberrations, in particular, may have tainted blood or rancid tasting meat. Dungeon Master's discretion.
Perception and Sensory Capabilities
Abilities
They were capable of magically consuming a humanoid creature's mind and memories from a distance of up to 10 feet (3 meters), provided that creature had a brain and succumbed to its psychic assault. If so, the victim's mentality was deteriorated. In the worst case, the victim's intellectual capacity was completely erased, leaving them dazed or Stunned and ultimately Incapacitated. Psionic intellect devourers instead absorbed mental energy as with psychic drain or consumed the victim's confidence, as with the ego whip power. If the intellect devourer approached a vulnerable victim (whether Incapacitated or already devoured) within 5 feet (1.5 meters), it could then battle the brain's remaining defenses; a protection from evil spell prevented this and repelled them. If successful, it magically or psionically consumed the physical brain, then teleported inside the empty skull to replace the brain, whereupon it could use the body as a host, as with a domination power. Naturally, this killed the victim. A fresh corpse could also be used as a host, but not undead and other kinds of creatures not especially hampered by the loss of a brain. Any difference in size was taken care of by their compression power. Once in control of its host, an intellect devourer had full control of the body, which was more or less as strong and capable as it was normally, while the devourer retained its own mental abilities. Moreover, the intellect devourer possessed partial or complete knowledge of everything the victim had known, including all languages surface knowledge of identity and personality but no specific memories or information, or even all their knowledge and even their spells. However, it would likely lose this knowledge once it vacated the host body. When controlling a body, the intellect devourer wasn't always able to perfectly Mimic the movements of certain races, such as humans. Safely ensconced inside the host body, it could not be easily attacked or targeted itself. It could only be removed by a Protection from Evil and Good. However, this process killed the host body unless the original brain was somehow restored within a few seconds. Alternatively, a Wish spell could restore the host's brain, forcing the intellect devourer out. If the host body was killed or the intellect devourer was forced to leave by some means, then it teleported to a place 5 feet (1.5 meters) away. An intellect devourer could also leave willingly, by exploding out of the skull. Otherwise, if not exposed, it could apparently control the body indefinitely, though some accounts suggested seven days before needing to refresh. To Aid in hunting, an intellect devourer could detect the minds of sentient creatures up to a distance of 300 feet (91 meters), determining both presence and position. Walls and other barriers made no difference, but a Mind Blank spell rendered the mind effectively Invisible. Some could also detect psionics to 60 feet (18 meters). Otherwise, having no eyes, an intellect devourer could not be Blinded nor assailed by magical gazes, yet could, by nonvisual senses, effectively "see" with blindsight up to 60 feet (18 meters) and pinpoint all creatures in range. Their awareness in fact extended onto the Astral Plane and the Ethereal Plane. They could communicate via Telepathy to 60 feet (18 meters). Otherwise, they could not speak, though they could understand a language, such as the Deep Speech used by mind flayers any language of humans, or Common. If in a host, however, they could use the body to speak. Some intellect devourers were capable of various other psionic powers, such as the basic contact and mindlink for initiating psionics; ESP to read minds; telempathic projection to project their own feelings; chameleon power or cloud mind to creep about unnoticed; expansion and compression or reduction to shrink and conceal themselves; empty mind, Mind Blank, or thought Shield to fortify their own mental defenses; ectoplasmic form or Intellect Fortress to Shield their bodies; aversion to repel foes; id insinuation to confuse a few opponents, chemical simulation to produce an acid; body equilibrium to balance on any surface; body adjustment to Heal themselves; painful strike to enhance their claws; and even Astral Projection. They were highly shielded against psionics themselves. Despite their exposed brains, an intellect devourer was protected by a crusty covering or clear membrane and was resistant to physical Harm. They sometimes required a highly enchanted or Adamantine weapon to effectively Harm them and were immune to fire and highly resistant to electricity, thanks to a unique form of psionic energy containment. They were naturally skilled in stealth, deception, and hearing. They fought using their taloned feet.Civilization and Culture
History
Sources
Source(s):
- Christopher Perkins (November 2018). Waterdeep: Dungeon of the Mad Mage. Edited by Jeremy Crawford. (Wizards of the Coast), pp. 44, 56–58. ISBN 978-0-7869-6626-4.
- Mike Mearls, Greg Bilsland and Robert J. Schwalb (June 15, 2010). Monster Manual 3 4th edition. (Wizards of the Coast), p. 118. ISBN 0786954902.
- Mike Mearls, Jeremy Crawford, Christopher Perkins (2014-09-30). Monster Manual 5th edition. Edited by Scott Fitzgerald Gray. (Wizards of the Coast), p. 191. ISBN 978-0786965614.
- Bruce R. Cordell (April 2004). Expanded Psionics Handbook. (Wizards of the Coast), pp. 202–203. ISBN 0-7869-3301-1.
- Steve Winter (1991). The Complete Psionics Handbook. (TSR, Inc.), p. 117. ISBN 1-56076-054-0.
- Doug Stewart (June 1993). Monstrous Manual. (TSR, Inc), p. 207. ISBN 1-5607-6619-0.
- Gary Gygax (December 1977). Monster Manual, 1st edition. (TSR, Inc), p. 54. ISBN 0-935696-00-8.
- Gary Gygax (1979). Dungeon Masters Guide 1st edition. (TSR, Inc.), p. 181. ISBN 0-9356-9602-4.
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- Kevin Baase, Eric Jansing, Oliver Frank, and Bill Halliar (November 2005). “Monsters of the Mind – Minions of the Mindflayers”. In Erik Mona ed. Dragon #337 (Paizo Publishing), pp. 34–35.
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- Christopher Perkins, James Haeck, James Introcaso, Adam Lee, Matthew Sernett (September 2018). Waterdeep: Dragon Heist. Edited by Jeremy Crawford. (Wizards of the Coast), pp. 20, 210. ISBN 978-0-7869-6625-7.
- David Lewman (February 28, 2023). Honor Among Thieves: The Junior Novelization. (Random House Worlds), chap. 18, pp. 122–123. ISBN 0593647955.
- Jeff Grubb, Kate Novak (October 1988). Azure Bonds. (TSR, Inc.), chap. 14, p. 165. ISBN 0-88038-612-6.
- Christopher Perkins, James Haeck, James Introcaso, Adam Lee, Matthew Sernett (September 2018). Waterdeep: Dragon Heist. Edited by Jeremy Crawford. (Wizards of the Coast), p. 111. ISBN 978-0-7869-6625-7.
- Mike Mearls, Jeremy Crawford, Christopher Perkins (2014-09-30). Monster Manual 5th edition. Edited by Scott Fitzgerald Gray. (Wizards of the Coast), p. 221. ISBN 978-0786965614.
- Jeff Grubb, Kate Novak (October 1988). Azure Bonds. (TSR, Inc.), chap. 12, p. 137. ISBN 0-88038-612-6.
- Steven E. Schend (September 1996). Undermountain: Maddgoth's Castle. (TSR, Inc), p. 12. ISBN 0-7869-0423-2.
- Wolfgang Baur and Lester Smith (1994-07-01). “The Book of Chaos”. In Michele Carter ed. Planes of Chaos (TSR, Inc), p. 22. ISBN 1560768746.
- Erin M. Evans (December 2013). The Adversary. (Wizards of the Coast), chap. 14, p. 225. ISBN 0786963751.
- Ed Greenwood and Roger E. Moore (November 1984). “Treasure Trove”. In Kim Mohan ed. Dragon #91 (TSR, Inc.), p. 54.
- slade (1996). How the Mighty Are Fallen. (TSR, Inc), p. 62. ISBN 0-7869-0537-9.
- Ellen Boener (February 2023). “Xenk and the Helmet of Disjunction”. In Jonathan Manning, Zac Boone eds. Honor Among Thieves: The Feast of the Moon (IDW Publishing), pp. 76–77. ISBN 978-1-68405-911-9.
- Christopher Perkins, James Haeck, James Introcaso, Adam Lee, Matthew Sernett (September 2018). Waterdeep: Dragon Heist. Edited by Jeremy Crawford. (Wizards of the Coast), p. 36. ISBN 978-0-7869-6625-7.
- Christopher Perkins, James Haeck, James Introcaso, Adam Lee, Matthew Sernett (September 2018). Waterdeep: Dragon Heist. Edited by Jeremy Crawford. (Wizards of the Coast), p. 212. ISBN 978-0-7869-6625-7.
- Christopher Perkins, James Haeck, James Introcaso, Adam Lee, Matthew Sernett (September 2018). Waterdeep: Dragon Heist. Edited by Jeremy Crawford. (Wizards of the Coast), p. 34. ISBN 978-0-7869-6625-7.
- Christopher Perkins, James Haeck, James Introcaso, Adam Lee, Matthew Sernett (September 2018). Waterdeep: Dragon Heist. Edited by Jeremy Crawford. (Wizards of the Coast), p. 62. ISBN 978-0-7869-6625-7.
- Christopher Perkins, James Haeck, James Introcaso, Adam Lee, Matthew Sernett (September 2018). Waterdeep: Dragon Heist. Edited by Jeremy Crawford. (Wizards of the Coast), p. 28. ISBN 978-0-7869-6625-7.
- Christopher Perkins (November 2018). Waterdeep: Dungeon of the Mad Mage. Edited by Jeremy Crawford. (Wizards of the Coast), pp. 13, 16, 21, 26, 31, 33. ISBN 978-0-7869-6626-4.
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5E Statistics
Intellect Devourer
Size | Tiny |
Type | Aberration |
Alignment | Lawful Evil |
Challenge Rating | 2 |
General Information
Vision | Blindsight |
Diet | Mental energy |
Homeland(s) | Underdark, Astral Plane, Ethereal Plane |
Intelligence | Very, Low |
Language(s) | Any human language, Common, or Deep Speech (understands but cannot speak), telepathy |
Subraces | Ustilagor (larval stage), intellect glutton |
Favored terrain | Underground |
Appearance
Average height | 2' |
Average Weight | 20 lbs. |
Distinctions | Brain on Legs |
History
First Appearance | Monster Manual, 1st ed. |
See Also: Intellect Devourer on Forgotten Realms Wiki